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2 changed files with 10 additions and 6 deletions

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@ -17,14 +17,16 @@ target_compile_options(${CMAKE_PROJECT_NAME} PRIVATE --use-port=emdawnwebgpu)
target_link_options(${CMAKE_PROJECT_NAME} PRIVATE --use-port=emdawnwebgpu -sASYNCIFY=1)
target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE glm::glm)
target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE -DGLM_FORCE_DEPTH_ZERO_TO_ONE -DGLM_FORCE_LEFT_HANDED)
target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}/include)
function(compile_and_package_shader SHADER_NAME TARGET)
add_custom_command(OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.wgsl
COMMAND ${CMAKE_COMMAND} -E make_directory ${CMAKE_CURRENT_BINARY_DIR}/shaders
COMMAND slangc -target wgsl -matrix-layout-column-major ${CMAKE_CURRENT_SOURCE_DIR}/assets/shaders/${SHADER_NAME}.slang -o ${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.wgsl
DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/assets/shaders/${SHADER_NAME}.slang)
COMMAND slangc -target wgsl -matrix-layout-column-major ${CMAKE_CURRENT_SOURCE_DIR}/assets/shaders/${SHADER_NAME}.slang -o ${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.wgsl -depfile ${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.wgsl.d
DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/assets/shaders/${SHADER_NAME}.slang
DEPFILE ${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.wgsl.d
)
add_custom_target(${TARGET}_shader_${SHADER_NAME} DEPENDS ${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.wgsl)
#TODO: Add deptfile generation via slang for recompilation when embedded files change
add_dependencies(${TARGET} ${TARGET}_shader_${SHADER_NAME})
target_link_options(${TARGET} PRIVATE --embed-file ${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.wgsl@/shaders/${SHADER_NAME}.wgsl)
set_target_properties(${TARGET} PROPERTIES LINK_DEPENDS ${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.wgsl)

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@ -13,15 +13,17 @@ struct STDCamera {
float3 position;
float3 direction;
};
[vk::binding(0, 0)]
[vk::binding(1, 0)]
StructuredBuffer<STDVertex> vertices;
[vk::binding(0, 0)]
uniform ConstantBuffer<STDCamera> camera;
[shader("vertex")]
VertexOut vsMain(uint vertex_id: SV_VertexID, uint instance_id: SV_InstanceID, [vk::binding(1, 0)] StructuredBuffer<STDVertex> vertices) {
VertexOut vsMain(uint vertex_id: SV_VertexID, uint instance_id: SV_InstanceID){
return VertexOut(mul(camera.mvp, float4(vertices[vertex_id].pos, 1.0)), vertices[vertex_id].col);
}
[shader("pixel")]
float4 fsMain(VertexOut fsIn){
return fsIn.col;