commit 89b96aeab3a2f44597300ac58e7ae87e25f2be22
parent e7241353bbe987189da791decd9b6627c8f001d5
Author: William Casarin <jb55@jb55.com>
Date: Tue, 25 Mar 2025 12:46:14 -0700
dave: remove shader since we do it inline now
Signed-off-by: William Casarin <jb55@jb55.com>
Diffstat:
1 file changed, 0 insertions(+), 68 deletions(-)
diff --git a/crates/notedeck_dave/shader.wgsl b/crates/notedeck_dave/shader.wgsl
@@ -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;
-}