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>,
}
struct Locals {
transform: mat4x4<f32>,
}
@group(0) @binding(2) var<uniform> r_locals: Locals;
@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;
@fragment
fn fs_main(@location(0) tex_coord: vec2<f32>) -> @location(0) vec4<f32> {
return textureSample(r_tex_color, r_tex_sampler, tex_coord);
}