43 lines
1.1 KiB
WebGPU Shading Language
43 lines
1.1 KiB
WebGPU Shading Language
var positions: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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vec2<f32>(-1.0, 1.0),
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vec2<f32>(-1.0, -1.0),
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vec2<f32>(1.0, -1.0),
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vec2<f32>(-1.0, 1.0),
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vec2<f32>(1.0, 1.0),
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vec2<f32>(1.0, -1.0)
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);
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var uvs: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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vec2<f32>(0.0, 0.0),
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vec2<f32>(0.0, 1.0),
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vec2<f32>(1.0, 1.0),
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vec2<f32>(0.0, 0.0),
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vec2<f32>(1.0, 0.0),
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vec2<f32>(1.0, 1.0)
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);
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[[group(0), binding(0)]] var u_sampler: sampler;
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[[group(1), binding(0)]] var u_texture: texture_2d<f32>;
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struct VertexInput {
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[[builtin(vertex_index)]] vertex_index: u32;
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};
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struct VertexOutput {
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[[builtin(position)]] position: vec4<f32>;
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[[location(0)]] uv: vec2<f32>;
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};
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[[stage(vertex)]]
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fn vs_main(input: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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out.uv = uvs[input.vertex_index];
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out.position = vec4<f32>(positions[input.vertex_index], 0.0, 1.0);
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return out;
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}
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[[stage(fragment)]]
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fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
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return textureSample(u_texture, u_sampler, input.uv);
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}
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