dave: remove shader since we do it inline now

Signed-off-by: William Casarin <jb55@jb55.com>
This commit is contained in:
William Casarin
2025-03-25 12:46:14 -07:00
parent e7241353bb
commit 89b96aeab3

View File

@@ -1,68 +0,0 @@
struct VertexOut {
@location(0) color: vec4<f32>,
@builtin(position) position: vec4<f32>,
};
struct Uniforms {
@size(16) angle: f32, // pad to 16 bytes
};
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@vertex
fn vs_main(@builtin(vertex_index) v_idx: u32) -> VertexOut {
// Cube vertices hardcoded in the shader
var positions = array<vec3<f32>, 8>(
vec3<f32>(-0.5, -0.5, 0.5), // front bottom left
vec3<f32>(0.5, -0.5, 0.5), // front bottom right
vec3<f32>(0.5, 0.5, 0.5), // front top right
vec3<f32>(-0.5, 0.5, 0.5), // front top left
vec3<f32>(-0.5, -0.5, -0.5), // back bottom left
vec3<f32>(0.5, -0.5, -0.5), // back bottom right
vec3<f32>(0.5, 0.5, -0.5), // back top right
vec3<f32>(-0.5, 0.5, -0.5) // back top left
);
// Cube indices hardcoded in the shader
var indices = array<u32, 36>(
// front face
0, 1, 2, 2, 3, 0,
// back face
4, 5, 6, 6, 7, 4,
// right face
1, 5, 6, 6, 2, 1,
// left face
0, 4, 7, 7, 3, 0,
// top face
3, 2, 6, 6, 7, 3,
// bottom face
0, 1, 5, 5, 4, 0
);
var out: VertexOut;
var idx = indices[v_idx];
var pos = positions[idx];
// simple rotation around Y axis
var cosA = cos(uniforms.angle);
var sinA = sin(uniforms.angle);
var rotated_x = pos.x * cosA + pos.z * sinA;
var rotated_z = -pos.x * sinA + pos.z * cosA;
// With proper perspective transformation:
var z_pos = rotated_z - 2.0; // Move cube away from camera
var w = -z_pos; // Set w to -z for perspective division
out.position = vec4<f32>(rotated_x, pos.y, rotated_z, w);
// simple white shading based on position
var shade = 0.5 + 0.5 * (rotated_z + pos.y);
out.color = vec4<f32>(shade, shade, shade, 1.0);
return out;
}
@fragment
fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
return in.color;
}