Share msaa::Blit texture between multiple windows

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Héctor Ramón Jiménez 2024-04-07 18:45:30 +02:00
parent 13289dbd19
commit 288f62bfb6
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GPG key ID: 7CC46565708259A7
4 changed files with 112 additions and 69 deletions

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@ -1,22 +1,14 @@
var<private> positions: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(-1.0, 1.0),
vec2<f32>(-1.0, -1.0),
vec2<f32>(1.0, -1.0),
vec2<f32>(-1.0, 1.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(1.0, -1.0)
);
var<private> uvs: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(0.0, 0.0),
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 0.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(0.0, 0.0),
vec2<f32>(1.0, 0.0),
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 1.0)
);
@group(0) @binding(0) var u_sampler: sampler;
@group(0) @binding(1) var<uniform> u_ratio: vec2<f32>;
@group(1) @binding(0) var u_texture: texture_2d<f32>;
struct VertexInput {
@ -30,9 +22,11 @@ struct VertexOutput {
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
let uv = uvs[input.vertex_index];
var out: VertexOutput;
out.uv = uvs[input.vertex_index];
out.position = vec4<f32>(positions[input.vertex_index], 0.0, 1.0);
out.uv = uv * u_ratio;
out.position = vec4<f32>(uv * vec2(2.0, -2.0) + vec2(-1.0, 1.0), 0.0, 1.0);
return out;
}