52 lines
1.2 KiB
WebGPU Shading Language
52 lines
1.2 KiB
WebGPU Shading Language
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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};
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// meant to be called with 3 vertex indices: 0, 1, 2
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// draws one large triangle over the clip space like this:
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// (the asterisks represent the clip space bounds)
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//-1,1 1,1
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// ---------------------------------
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// | * .
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// | * .
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// | * .
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// | * .
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// | * .
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// | * .
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// |***************
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// | . 1,-1
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// | .
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// | .
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// | .
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// | .
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// |.
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@vertex
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fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
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var result: VertexOutput;
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let x = i32(vertex_index) / 2;
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let y = i32(vertex_index) & 1;
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let tc = vec2<f32>(
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f32(x) * 2.0,
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f32(y) * 2.0
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);
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result.position = vec4<f32>(
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tc.x * 2.0 - 1.0,
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1.0 - tc.y * 2.0,
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0.0, 1.0
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);
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result.tex_coords = tc;
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return result;
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}
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@group(0)
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@binding(0)
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var r_color: texture_2d<f32>;
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@group(0)
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@binding(1)
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var r_sampler: sampler;
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@fragment
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fn fs_main(vertex: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(r_color, r_sampler, vertex.tex_coords);
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}
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