Move vertex position function into own file

This commit is contained in:
Jim Eckerlein 2023-09-24 15:19:07 +02:00
parent bcc55e6036
commit e197abe0aa
4 changed files with 13 additions and 8 deletions

View file

@ -83,6 +83,8 @@ impl Pipeline {
concat!(
include_str!("../shader/quad.wgsl"),
"\n",
include_str!("../shader/vertex.wgsl"),
"\n",
include_str!("../shader/quad/gradient.wgsl"),
"\n",
include_str!("../shader/color/oklab.wgsl")
@ -91,6 +93,8 @@ impl Pipeline {
concat!(
include_str!("../shader/quad.wgsl"),
"\n",
include_str!("../shader/vertex.wgsl"),
"\n",
include_str!("../shader/quad/gradient.wgsl"),
"\n",
include_str!("../shader/color/linear_rgb.wgsl")

View file

@ -75,6 +75,8 @@ impl Pipeline {
concat!(
include_str!("../shader/quad.wgsl"),
"\n",
include_str!("../shader/vertex.wgsl"),
"\n",
include_str!("../shader/quad/solid.wgsl"),
),
)),

View file

@ -37,11 +37,3 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
rx = select(rx, ry, position.y > center.y);
return rx;
}
// Compute the normalized quad coordinates based on the vertex index.
fn vertex_position(vertex_index: u32) -> vec2<f32> {
// #: 0 1 2 3 4 5
// x: 1 1 0 0 0 1
// y: 1 0 0 0 1 1
return vec2<f32>((vec2(1u, 2u) + vertex_index) % 6u < 3u);
}

View file

@ -0,0 +1,7 @@
// Compute the normalized quad coordinates based on the vertex index.
fn vertex_position(vertex_index: u32) -> vec2<f32> {
// #: 0 1 2 3 4 5
// x: 1 1 0 0 0 1
// y: 1 0 0 0 1 1
return vec2<f32>((vec2(1u, 2u) + vertex_index) % 6u < 3u);
}