librashader/librashader-runtime-wgpu/shader/blit.wgsl
2024-02-06 19:04:28 -05:00

52 lines
1.2 KiB
WebGPU Shading Language

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