dave: switch to use standard vertex/index buffers
Fixes: https://github.com/damus-io/notedeck/issues/902 Signed-off-by: William Casarin <jb55@jb55.com>
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@@ -0,0 +1,72 @@
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struct Uniforms {
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view_proj: mat4x4<f32>,
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model: mat4x4<f32>,
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camera_pos: vec4<f32>, // world-space camera position
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};
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@group(0) @binding(0)
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var<uniform> uniforms: Uniforms;
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struct VSOut {
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@builtin(position) position: vec4<f32>,
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@location(0) normal: vec3<f32>,
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@location(1) world_pos: vec3<f32>,
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};
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@vertex
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fn vs_main(
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@location(0) in_pos: vec3<f32>,
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@location(1) in_normal: vec3<f32>
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) -> VSOut {
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var out: VSOut;
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let world = uniforms.model * vec4<f32>(in_pos, 1.0);
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out.position = uniforms.view_proj * world;
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// normal = (model rotation) * in_normal
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let nmat = mat3x3<f32>(
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uniforms.model[0].xyz,
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uniforms.model[1].xyz,
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uniforms.model[2].xyz
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);
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//out.normal = normalize(transpose(inverse(nmat)) * in_normal);
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out.normal = normalize(nmat * in_normal);
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out.world_pos = world.xyz;
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return out;
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}
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@fragment
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fn fs_main_debug(in: VSOut) -> @location(0) vec4<f32> {
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let g = normalize(cross(dpdx(in.world_pos), dpdy(in.world_pos)));
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let n = normalize(in.normal);
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let shown = 0.5 * (n + vec3<f32>(1.0,1.0,1.0));
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return vec4<f32>(shown, 1.0);
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}
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@fragment
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fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
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let material_color = vec3<f32>(1.0, 1.0, 1.0);
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let ambient_strength = 0.2;
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let diffuse_strength = 0.7;
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let specular_strength = 0.2;
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let shininess = 20.0;
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let light_pos = vec3<f32>(2.0, 2.0, 2.0);
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let light_color = vec3<f32>(1.0, 1.0, 1.0);
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let view_pos = uniforms.camera_pos.xyz;
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let ambient = ambient_strength * light_color;
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let n = normalize(in.normal);
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let l = normalize(light_pos - in.world_pos);
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let diff = max(dot(n, l), 0.0);
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let diffuse = diffuse_strength * diff * light_color;
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let v = normalize(view_pos - in.world_pos);
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let r = reflect(-l, n);
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let spec = pow(max(dot(v, r), 0.0), shininess);
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let specular = specular_strength * spec * light_color;
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let result = (ambient + diffuse + specular) * material_color;
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return vec4<f32>(result, 1.0);
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}
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