pixels/shaders/scale.wgsl

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WebGPU Shading Language
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// Vertex shader bindings
struct VertexOutput {
[[location(0)]] tex_coord: vec2<f32>;
[[builtin(position)]] position: vec4<f32>;
};
[[block]] struct Locals {
transform: mat4x4<f32>;
};
[[group(0), binding(2)]] var<uniform> r_locals: Locals;
[[stage(vertex)]]
fn vs_main(
[[location(0)]] position: vec2<f32>,
) -> VertexOutput {
var out: VertexOutput;
out.tex_coord = fma(position, vec2<f32>(0.5, -0.5), vec2<f32>(0.5, 0.5));
out.position = r_locals.transform * vec4<f32>(position, 0.0, 1.0);
return out;
}
// Fragment shader bindings
[[group(0), binding(0)]] var r_tex_color: texture_2d<f32>;
[[group(0), binding(1)]] var r_tex_sampler: sampler;
[[stage(fragment)]]
fn fs_main([[location(0)]] tex_coord: vec2<f32>) -> [[location(0)]] vec4<f32> {
return textureSample(r_tex_color, r_tex_sampler, tex_coord);
}