Cleaned up namespaces re: PR comments.
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bb8d46a3fd
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13 changed files with 158 additions and 161 deletions
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@ -1,4 +1,4 @@
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struct GradientUniforms {
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struct Uniforms {
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transform: mat4x4<f32>,
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//xy = start, wz = end
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position: vec4<f32>,
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@ -12,7 +12,7 @@ struct Stop {
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};
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@group(0) @binding(0)
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var<uniform> uniforms: GradientUniforms;
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var<uniform> uniforms: Uniforms;
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@group(0) @binding(1)
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var<storage, read> color_stops: array<Stop>;
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@ -33,7 +33,7 @@ fn vs_main(@location(0) input: vec2<f32>) -> VertexOutput {
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//TODO: rewrite without branching
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@fragment
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fn fs_gradient(input: VertexOutput) -> @location(0) vec4<f32> {
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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let start = uniforms.position.xy;
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let end = uniforms.position.zw;
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let start_stop = uniforms.stop_range.x;
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17
wgpu/src/shader/solid.wgsl
Normal file
17
wgpu/src/shader/solid.wgsl
Normal file
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@ -0,0 +1,17 @@
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struct Uniforms {
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transform: mat4x4<f32>,
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color: vec4<f32>
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}
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@group(0) @binding(0)
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var<uniform> uniforms: Uniforms;
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@vertex
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fn vs_main(@location(0) input: vec2<f32>) -> @builtin(position) vec4<f32> {
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return uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
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}
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@fragment
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fn fs_main() -> @location(0) vec4<f32> {
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return uniforms.color;
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}
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@ -1,17 +0,0 @@
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struct SolidUniforms {
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transform: mat4x4<f32>,
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color: vec4<f32>
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}
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@group(0) @binding(0)
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var<uniform> solid_uniforms: SolidUniforms;
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@vertex
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fn vs_main(@location(0) input: vec2<f32>) -> @builtin(position) vec4<f32> {
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return solid_uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
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}
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@fragment
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fn fs_solid() -> @location(0) vec4<f32> {
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return solid_uniforms.color;
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}
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