43 lines
1 KiB
WebGPU Shading Language
43 lines
1 KiB
WebGPU Shading Language
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, 1.0),
|
|
vec2<f32>(0.0, 0.0),
|
|
vec2<f32>(1.0, 0.0),
|
|
vec2<f32>(1.0, 1.0)
|
|
);
|
|
|
|
@group(0) @binding(0) var u_sampler: sampler;
|
|
@group(1) @binding(0) var u_texture: texture_2d<f32>;
|
|
|
|
struct VertexInput {
|
|
@builtin(vertex_index) vertex_index: u32,
|
|
}
|
|
|
|
struct VertexOutput {
|
|
@builtin(position) position: vec4<f32>,
|
|
@location(0) uv: vec2<f32>,
|
|
}
|
|
|
|
@vertex
|
|
fn vs_main(input: VertexInput) -> VertexOutput {
|
|
var out: VertexOutput;
|
|
out.uv = uvs[input.vertex_index];
|
|
out.position = vec4<f32>(positions[input.vertex_index], 0.0, 1.0);
|
|
|
|
return out;
|
|
}
|
|
|
|
@fragment
|
|
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
|
|
return textureSample(u_texture, u_sampler, input.uv);
|
|
}
|