Implement basic image rendering in iced_wgpu

This commit is contained in:
Héctor Ramón Jiménez 2019-10-23 01:21:23 +02:00
parent f8a232c8af
commit 38b6c84e77
11 changed files with 543 additions and 10 deletions

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#version 450
layout(location = 0) in vec2 v_Uv;
layout(set = 0, binding = 1) uniform sampler u_Sampler;
layout(set = 1, binding = 0) uniform texture2D u_Texture;
layout(location = 0) out vec4 o_Color;
void main() {
o_Color = texture(sampler2D(u_Texture, u_Sampler), v_Uv);
}

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#version 450
layout(location = 0) in vec2 v_Pos;
layout(location = 1) in vec2 i_Pos;
layout(location = 2) in vec2 i_Scale;
layout (set = 0, binding = 0) uniform Globals {
mat4 u_Transform;
};
layout(location = 0) out vec2 o_Uv;
void main() {
o_Uv = v_Pos;
mat4 i_Transform = mat4(
vec4(i_Scale.x, 0.0, 0.0, 0.0),
vec4(0.0, i_Scale.y, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(i_Pos, 0.0, 1.0)
);
gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0);
}

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