Shader: Switch type<subtype> to type[subtype]
This commit is contained in:
@@ -1,8 +1,8 @@
|
||||
[layout(std140)]
|
||||
struct PointLight
|
||||
{
|
||||
color: vec3<f32>,
|
||||
position: vec3<f32>,
|
||||
color: vec3[f32],
|
||||
position: vec3[f32],
|
||||
|
||||
radius: f32,
|
||||
invRadius: f32,
|
||||
@@ -11,11 +11,11 @@ struct PointLight
|
||||
[layout(std140)]
|
||||
struct SpotLight
|
||||
{
|
||||
transformMatrix: mat4<f32>,
|
||||
transformMatrix: mat4[f32],
|
||||
|
||||
color: vec3<f32>,
|
||||
position: vec3<f32>,
|
||||
direction: vec3<f32>,
|
||||
color: vec3[f32],
|
||||
position: vec3[f32],
|
||||
direction: vec3[f32],
|
||||
|
||||
radius: f32,
|
||||
invRadius: f32,
|
||||
@@ -27,63 +27,63 @@ struct SpotLight
|
||||
[layout(std140)]
|
||||
struct ViewerData
|
||||
{
|
||||
projectionMatrix: mat4<f32>,
|
||||
invProjectionMatrix: mat4<f32>,
|
||||
viewMatrix: mat4<f32>,
|
||||
invViewMatrix: mat4<f32>,
|
||||
viewProjMatrix: mat4<f32>,
|
||||
invViewProjMatrix: mat4<f32>,
|
||||
renderTargetSize: vec2<f32>,
|
||||
invRenderTargetSize: vec2<f32>,
|
||||
eyePosition: vec3<f32>
|
||||
projectionMatrix: mat4[f32],
|
||||
invProjectionMatrix: mat4[f32],
|
||||
viewMatrix: mat4[f32],
|
||||
invViewMatrix: mat4[f32],
|
||||
viewProjMatrix: mat4[f32],
|
||||
invViewProjMatrix: mat4[f32],
|
||||
renderTargetSize: vec2[f32],
|
||||
invRenderTargetSize: vec2[f32],
|
||||
eyePosition: vec3[f32]
|
||||
}
|
||||
|
||||
[set(0)]
|
||||
external
|
||||
{
|
||||
[binding(0)] viewerData: uniform<ViewerData>,
|
||||
[binding(1)] colorTexture: sampler2D<f32>,
|
||||
[binding(2)] normalTexture: sampler2D<f32>,
|
||||
[binding(3)] positionTexture: sampler2D<f32>,
|
||||
[binding(0)] viewerData: uniform[ViewerData],
|
||||
[binding(1)] colorTexture: sampler2D[f32],
|
||||
[binding(2)] normalTexture: sampler2D[f32],
|
||||
[binding(3)] positionTexture: sampler2D[f32],
|
||||
}
|
||||
|
||||
[set(1)]
|
||||
external
|
||||
{
|
||||
[binding(0)] lightParameters: uniform<SpotLight>,
|
||||
[binding(0)] lightParameters: uniform[SpotLight],
|
||||
}
|
||||
|
||||
struct FragIn
|
||||
{
|
||||
[builtin(fragcoord)] fragcoord: vec4<f32>
|
||||
[builtin(fragcoord)] fragcoord: vec4[f32]
|
||||
}
|
||||
|
||||
struct FragOut
|
||||
{
|
||||
[location(0)] color: vec4<f32>
|
||||
[location(0)] color: vec4[f32]
|
||||
}
|
||||
|
||||
struct VertIn
|
||||
{
|
||||
[location(0)] pos: vec3<f32>
|
||||
[location(0)] pos: vec3[f32]
|
||||
}
|
||||
|
||||
struct VertOut
|
||||
{
|
||||
[builtin(position)] position: vec4<f32>
|
||||
[builtin(position)] position: vec4[f32]
|
||||
}
|
||||
|
||||
[entry(frag)]
|
||||
fn main(input: FragIn) -> FragOut
|
||||
{
|
||||
let fragcoord = input.fragcoord.xy * viewerData.invRenderTargetSize;
|
||||
let normal = normalTexture.Sample(fragcoord).xyz * 2.0 - vec3<f32>(1.0, 1.0, 1.0);
|
||||
let normal = normalTexture.Sample(fragcoord).xyz * 2.0 - vec3[f32](1.0, 1.0, 1.0);
|
||||
let position = positionTexture.Sample(fragcoord).xyz;
|
||||
|
||||
let attenuation = compute_attenuation(position, normal);
|
||||
|
||||
let output: FragOut;
|
||||
output.color = vec4<f32>(lightParameters.color, 1.0) * attenuation * colorTexture.Sample(fragcoord);
|
||||
output.color = vec4[f32](lightParameters.color, 1.0) * attenuation * colorTexture.Sample(fragcoord);
|
||||
|
||||
return output;
|
||||
}
|
||||
@@ -92,12 +92,12 @@ fn main(input: FragIn) -> FragOut
|
||||
fn main(input: VertIn) -> VertOut
|
||||
{
|
||||
let output: VertOut;
|
||||
output.position = viewerData.projectionMatrix * viewerData.viewMatrix * lightParameters.transformMatrix * vec4<f32>(input.pos, 1.0);
|
||||
output.position = viewerData.projectionMatrix * viewerData.viewMatrix * lightParameters.transformMatrix * vec4[f32](input.pos, 1.0);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
fn compute_attenuation(worldPos: vec3<f32>, normal: vec3<f32>) -> f32
|
||||
fn compute_attenuation(worldPos: vec3[f32], normal: vec3[f32]) -> f32
|
||||
{
|
||||
let distance = length(lightParameters.position - worldPos);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user