Add custom shader example (#100)
* Add custom-shader example * Update README * Allow log level to be changed in release mode
This commit is contained in:
parent
e3b10ab83b
commit
8190c18241
|
@ -25,6 +25,7 @@ Rapidly prototype a simple 2D game, pixel-based animations, software renderers,
|
||||||
## Examples
|
## Examples
|
||||||
|
|
||||||
- [Conway's Game of Life](./examples/conway)
|
- [Conway's Game of Life](./examples/conway)
|
||||||
|
- [Custom Shader](./examples/custom-shader)
|
||||||
- [Minimal example with SDL2](./examples/minimal-sdl2)
|
- [Minimal example with SDL2](./examples/minimal-sdl2)
|
||||||
- [Minimal example with `winit`](./examples/minimal-winit)
|
- [Minimal example with `winit`](./examples/minimal-winit)
|
||||||
- [Pixel Invaders](./examples/invaders)
|
- [Pixel Invaders](./examples/invaders)
|
||||||
|
|
17
examples/custom-shader/Cargo.toml
Normal file
17
examples/custom-shader/Cargo.toml
Normal file
|
@ -0,0 +1,17 @@
|
||||||
|
[package]
|
||||||
|
name = "custom-shader"
|
||||||
|
version = "0.1.0"
|
||||||
|
authors = ["Jay Oster <jay@kodewerx.org>"]
|
||||||
|
edition = "2018"
|
||||||
|
publish = false
|
||||||
|
|
||||||
|
[features]
|
||||||
|
optimize = ["log/release_max_level_warn"]
|
||||||
|
default = ["optimize"]
|
||||||
|
|
||||||
|
[dependencies]
|
||||||
|
env_logger = "0.7.1"
|
||||||
|
log = "0.4.8"
|
||||||
|
pixels = { path = "../.." }
|
||||||
|
winit = "0.22.0"
|
||||||
|
winit_input_helper = "0.6.0"
|
13
examples/custom-shader/README.md
Normal file
13
examples/custom-shader/README.md
Normal file
|
@ -0,0 +1,13 @@
|
||||||
|
# Custom Shader Example
|
||||||
|
|
||||||
|
![Custom Shader Example](../../img/custom-shader.png)
|
||||||
|
|
||||||
|
## Running
|
||||||
|
|
||||||
|
```bash
|
||||||
|
cargo run --release --package custom-shader
|
||||||
|
```
|
||||||
|
|
||||||
|
## About
|
||||||
|
|
||||||
|
This example is based on `minimal-winit`, and extends it with a custom renderer that adds white noise to the screen.
|
13
examples/custom-shader/shaders/README.md
Normal file
13
examples/custom-shader/shaders/README.md
Normal file
|
@ -0,0 +1,13 @@
|
||||||
|
# Shaders
|
||||||
|
|
||||||
|
The GLSL shader source is not compiled as part of the normal cargo build process. This was a conscious decision sparked by the current state of the ecosystem; compiling GLSL-to-SPIR-V requires a C++ toolchain including CMake, which is an unacceptable constraint for a simple crate providing a pixel buffer.
|
||||||
|
|
||||||
|
If you need to modify the GLSL sources, you must also recompile the SPIR-V as well. This can be done with `glslang`, `glslc`, etc.
|
||||||
|
|
||||||
|
Compile shaders with `glslangValidator`:
|
||||||
|
|
||||||
|
```bash
|
||||||
|
glslangValidator -V shader.frag && glslangValidator -V shader.vert
|
||||||
|
```
|
||||||
|
|
||||||
|
For more information, see https://github.com/parasyte/pixels/issues/9
|
BIN
examples/custom-shader/shaders/frag.spv
Normal file
BIN
examples/custom-shader/shaders/frag.spv
Normal file
Binary file not shown.
38
examples/custom-shader/shaders/shader.frag
Normal file
38
examples/custom-shader/shaders/shader.frag
Normal file
|
@ -0,0 +1,38 @@
|
||||||
|
// IMPORTANT: This shader needs to be compiled out-of-band to SPIR-V
|
||||||
|
// See: https://github.com/parasyte/pixels/issues/9
|
||||||
|
|
||||||
|
#version 450
|
||||||
|
|
||||||
|
layout(location = 0) in vec2 v_TexCoord;
|
||||||
|
layout(location = 0) out vec4 outColor;
|
||||||
|
layout(set = 0, binding = 0) uniform texture2D t_Color;
|
||||||
|
layout(set = 0, binding = 1) uniform sampler s_Color;
|
||||||
|
layout(set = 0, binding = 2) uniform Locals {
|
||||||
|
float u_Time;
|
||||||
|
};
|
||||||
|
|
||||||
|
#define PI 3.1415926535897932384626433832795
|
||||||
|
#define TAU PI * 2.0
|
||||||
|
|
||||||
|
// Offset the circular time input so it is never 0
|
||||||
|
#define BIAS 0.2376
|
||||||
|
|
||||||
|
// Random functions based on https://thebookofshaders.com/10/
|
||||||
|
#define RANDOM_SCALE 43758.5453123
|
||||||
|
#define RANDOM_X 12.9898
|
||||||
|
#define RANDOM_Y 78.233
|
||||||
|
|
||||||
|
float random(float x) {
|
||||||
|
return fract(sin(x) * RANDOM_SCALE);
|
||||||
|
}
|
||||||
|
|
||||||
|
float random_vec2(vec2 st) {
|
||||||
|
return random(dot(st.xy, vec2(RANDOM_X, RANDOM_Y)));
|
||||||
|
}
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec4 sampledColor = texture(sampler2D(t_Color, s_Color), v_TexCoord.xy);
|
||||||
|
vec3 noiseColor = vec3(random_vec2(v_TexCoord.xy * vec2(mod(u_Time, TAU) + BIAS)));
|
||||||
|
|
||||||
|
outColor = vec4(sampledColor.rgb * noiseColor, sampledColor.a);
|
||||||
|
}
|
39
examples/custom-shader/shaders/shader.vert
Normal file
39
examples/custom-shader/shaders/shader.vert
Normal file
|
@ -0,0 +1,39 @@
|
||||||
|
// IMPORTANT: This shader needs to be compiled out-of-band to SPIR-V
|
||||||
|
// See: https://github.com/parasyte/pixels/issues/9
|
||||||
|
|
||||||
|
#version 450
|
||||||
|
|
||||||
|
out gl_PerVertex {
|
||||||
|
vec4 gl_Position;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout(location = 0) out vec2 v_TexCoord;
|
||||||
|
|
||||||
|
const vec2 positions[6] = vec2[6](
|
||||||
|
// Upper left triangle
|
||||||
|
vec2(-1.0, -1.0),
|
||||||
|
vec2(1.0, -1.0),
|
||||||
|
vec2(-1.0, 1.0),
|
||||||
|
|
||||||
|
// Lower right triangle
|
||||||
|
vec2(-1.0, 1.0),
|
||||||
|
vec2(1.0, -1.0),
|
||||||
|
vec2(1.0, 1.0)
|
||||||
|
);
|
||||||
|
|
||||||
|
const vec2 uv[6] = vec2[6](
|
||||||
|
// Upper left triangle
|
||||||
|
vec2(0.0, 0.0),
|
||||||
|
vec2(1.0, 0.0),
|
||||||
|
vec2(0.0, 1.0),
|
||||||
|
|
||||||
|
// Lower right triangle
|
||||||
|
vec2(0.0, 1.0),
|
||||||
|
vec2(1.0, 0.0),
|
||||||
|
vec2(1.0, 1.0)
|
||||||
|
);
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
v_TexCoord = uv[gl_VertexIndex];
|
||||||
|
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
|
||||||
|
}
|
BIN
examples/custom-shader/shaders/vert.spv
Normal file
BIN
examples/custom-shader/shaders/vert.spv
Normal file
Binary file not shown.
173
examples/custom-shader/src/main.rs
Normal file
173
examples/custom-shader/src/main.rs
Normal file
|
@ -0,0 +1,173 @@
|
||||||
|
#![deny(clippy::all)]
|
||||||
|
#![forbid(unsafe_code)]
|
||||||
|
|
||||||
|
use crate::renderers::NoiseRenderer;
|
||||||
|
use log::error;
|
||||||
|
use pixels::{
|
||||||
|
wgpu::{self, Surface},
|
||||||
|
Error, Pixels, SurfaceTexture,
|
||||||
|
};
|
||||||
|
use winit::dpi::LogicalSize;
|
||||||
|
use winit::event::{Event, VirtualKeyCode};
|
||||||
|
use winit::event_loop::{ControlFlow, EventLoop};
|
||||||
|
use winit::window::WindowBuilder;
|
||||||
|
use winit_input_helper::WinitInputHelper;
|
||||||
|
|
||||||
|
mod renderers;
|
||||||
|
|
||||||
|
const WIDTH: u32 = 320;
|
||||||
|
const HEIGHT: u32 = 240;
|
||||||
|
const BOX_SIZE: i16 = 64;
|
||||||
|
|
||||||
|
/// Representation of the application state. In this example, a box will bounce around the screen.
|
||||||
|
struct World {
|
||||||
|
box_x: i16,
|
||||||
|
box_y: i16,
|
||||||
|
velocity_x: i16,
|
||||||
|
velocity_y: i16,
|
||||||
|
}
|
||||||
|
|
||||||
|
fn main() -> Result<(), Error> {
|
||||||
|
env_logger::init();
|
||||||
|
let event_loop = EventLoop::new();
|
||||||
|
let mut input = WinitInputHelper::new();
|
||||||
|
let window = {
|
||||||
|
let size = LogicalSize::new(WIDTH as f64, HEIGHT as f64);
|
||||||
|
WindowBuilder::new()
|
||||||
|
.with_title("Custom Shader")
|
||||||
|
.with_inner_size(size)
|
||||||
|
.with_min_inner_size(size)
|
||||||
|
.build(&event_loop)
|
||||||
|
.unwrap()
|
||||||
|
};
|
||||||
|
let mut hidpi_factor = window.scale_factor();
|
||||||
|
|
||||||
|
let mut pixels = {
|
||||||
|
let surface = Surface::create(&window);
|
||||||
|
let surface_texture = SurfaceTexture::new(WIDTH, HEIGHT, surface);
|
||||||
|
Pixels::new(WIDTH, HEIGHT, surface_texture)?
|
||||||
|
};
|
||||||
|
let mut world = World::new();
|
||||||
|
|
||||||
|
let mut time = 0.0;
|
||||||
|
let (scaled_texture, mut noise_renderer) = create_noise_renderer(&pixels);
|
||||||
|
|
||||||
|
event_loop.run(move |event, _, control_flow| {
|
||||||
|
// Draw the current frame
|
||||||
|
if let Event::RedrawRequested(_) = event {
|
||||||
|
world.draw(pixels.get_frame());
|
||||||
|
|
||||||
|
noise_renderer.update(pixels.device(), pixels.queue(), time);
|
||||||
|
time += 1.0;
|
||||||
|
|
||||||
|
let render_result = pixels.render_with(|encoder, render_target, scaling_renderer| {
|
||||||
|
scaling_renderer.render(encoder, &scaled_texture);
|
||||||
|
noise_renderer.render(encoder, render_target);
|
||||||
|
});
|
||||||
|
|
||||||
|
if render_result
|
||||||
|
.map_err(|e| error!("pixels.render_with() failed: {}", e))
|
||||||
|
.is_err()
|
||||||
|
{
|
||||||
|
*control_flow = ControlFlow::Exit;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Handle input events
|
||||||
|
if input.update(event) {
|
||||||
|
// Close events
|
||||||
|
if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
|
||||||
|
*control_flow = ControlFlow::Exit;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Adjust high DPI factor
|
||||||
|
if let Some(factor) = input.scale_factor_changed() {
|
||||||
|
hidpi_factor = factor;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Resize the window
|
||||||
|
if let Some(size) = input.window_resized() {
|
||||||
|
let size = size.to_logical(hidpi_factor);
|
||||||
|
pixels.resize(size.width, size.height);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update internal state and request a redraw
|
||||||
|
world.update();
|
||||||
|
window.request_redraw();
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
impl World {
|
||||||
|
/// Create a new `World` instance that can draw a moving box.
|
||||||
|
fn new() -> Self {
|
||||||
|
Self {
|
||||||
|
box_x: 24,
|
||||||
|
box_y: 16,
|
||||||
|
velocity_x: 1,
|
||||||
|
velocity_y: 1,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Update the `World` internal state; bounce the box around the screen.
|
||||||
|
fn update(&mut self) {
|
||||||
|
if self.box_x <= 0 || self.box_x + BOX_SIZE > WIDTH as i16 {
|
||||||
|
self.velocity_x *= -1;
|
||||||
|
}
|
||||||
|
if self.box_y <= 0 || self.box_y + BOX_SIZE > HEIGHT as i16 {
|
||||||
|
self.velocity_y *= -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
self.box_x += self.velocity_x;
|
||||||
|
self.box_y += self.velocity_y;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Draw the `World` state to the frame buffer.
|
||||||
|
///
|
||||||
|
/// Assumes the default texture format: [`wgpu::TextureFormat::Rgba8UnormSrgb`]
|
||||||
|
fn draw(&self, frame: &mut [u8]) {
|
||||||
|
for (i, pixel) in frame.chunks_exact_mut(4).enumerate() {
|
||||||
|
let x = (i % WIDTH as usize) as i16;
|
||||||
|
let y = (i / WIDTH as usize) as i16;
|
||||||
|
|
||||||
|
let inside_the_box = x >= self.box_x
|
||||||
|
&& x < self.box_x + BOX_SIZE
|
||||||
|
&& y >= self.box_y
|
||||||
|
&& y < self.box_y + BOX_SIZE;
|
||||||
|
|
||||||
|
let rgba = if inside_the_box {
|
||||||
|
[0x5e, 0x48, 0xe8, 0xff]
|
||||||
|
} else {
|
||||||
|
[0x48, 0xb2, 0xe8, 0xff]
|
||||||
|
};
|
||||||
|
|
||||||
|
pixel.copy_from_slice(&rgba);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn create_noise_renderer(pixels: &Pixels) -> (wgpu::TextureView, NoiseRenderer) {
|
||||||
|
let texture_descriptor = wgpu::TextureDescriptor {
|
||||||
|
label: None,
|
||||||
|
size: pixels::wgpu::Extent3d {
|
||||||
|
width: WIDTH,
|
||||||
|
height: HEIGHT,
|
||||||
|
depth: 1,
|
||||||
|
},
|
||||||
|
array_layer_count: 1,
|
||||||
|
mip_level_count: 1,
|
||||||
|
sample_count: 1,
|
||||||
|
dimension: wgpu::TextureDimension::D2,
|
||||||
|
format: wgpu::TextureFormat::Bgra8UnormSrgb,
|
||||||
|
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
||||||
|
};
|
||||||
|
let scaled_texture = pixels
|
||||||
|
.device()
|
||||||
|
.create_texture(&texture_descriptor)
|
||||||
|
.create_default_view();
|
||||||
|
let noise_renderer = NoiseRenderer::new(pixels.device(), &scaled_texture);
|
||||||
|
|
||||||
|
(scaled_texture, noise_renderer)
|
||||||
|
}
|
156
examples/custom-shader/src/renderers.rs
Normal file
156
examples/custom-shader/src/renderers.rs
Normal file
|
@ -0,0 +1,156 @@
|
||||||
|
use pixels::{include_spv, wgpu};
|
||||||
|
|
||||||
|
pub(crate) struct NoiseRenderer {
|
||||||
|
bind_group: wgpu::BindGroup,
|
||||||
|
render_pipeline: wgpu::RenderPipeline,
|
||||||
|
time_buffer: wgpu::Buffer,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl NoiseRenderer {
|
||||||
|
pub(crate) fn new(device: &wgpu::Device, texture_view: &wgpu::TextureView) -> Self {
|
||||||
|
let vs_module = device.create_shader_module(include_spv!("../shaders/vert.spv"));
|
||||||
|
let fs_module = device.create_shader_module(include_spv!("../shaders/frag.spv"));
|
||||||
|
|
||||||
|
// Create a texture sampler with nearest neighbor
|
||||||
|
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||||
|
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||||
|
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||||
|
address_mode_w: wgpu::AddressMode::ClampToEdge,
|
||||||
|
mag_filter: wgpu::FilterMode::Nearest,
|
||||||
|
min_filter: wgpu::FilterMode::Nearest,
|
||||||
|
mipmap_filter: wgpu::FilterMode::Nearest,
|
||||||
|
lod_min_clamp: 0.0,
|
||||||
|
lod_max_clamp: 1.0,
|
||||||
|
compare: wgpu::CompareFunction::Always,
|
||||||
|
});
|
||||||
|
|
||||||
|
// Create uniform buffer
|
||||||
|
let time_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||||
|
label: Some("NoiseRenderer u_Time"),
|
||||||
|
size: 4,
|
||||||
|
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
||||||
|
});
|
||||||
|
|
||||||
|
// Create bind group
|
||||||
|
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||||
|
label: None,
|
||||||
|
bindings: &[
|
||||||
|
wgpu::BindGroupLayoutEntry {
|
||||||
|
binding: 0,
|
||||||
|
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||||
|
ty: wgpu::BindingType::SampledTexture {
|
||||||
|
component_type: wgpu::TextureComponentType::Uint,
|
||||||
|
multisampled: false,
|
||||||
|
dimension: wgpu::TextureViewDimension::D2,
|
||||||
|
},
|
||||||
|
},
|
||||||
|
wgpu::BindGroupLayoutEntry {
|
||||||
|
binding: 1,
|
||||||
|
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||||
|
ty: wgpu::BindingType::Sampler { comparison: false },
|
||||||
|
},
|
||||||
|
wgpu::BindGroupLayoutEntry {
|
||||||
|
binding: 2,
|
||||||
|
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||||
|
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
|
||||||
|
},
|
||||||
|
],
|
||||||
|
});
|
||||||
|
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||||
|
label: None,
|
||||||
|
layout: &bind_group_layout,
|
||||||
|
bindings: &[
|
||||||
|
wgpu::Binding {
|
||||||
|
binding: 0,
|
||||||
|
resource: wgpu::BindingResource::TextureView(texture_view),
|
||||||
|
},
|
||||||
|
wgpu::Binding {
|
||||||
|
binding: 1,
|
||||||
|
resource: wgpu::BindingResource::Sampler(&sampler),
|
||||||
|
},
|
||||||
|
wgpu::Binding {
|
||||||
|
binding: 2,
|
||||||
|
resource: wgpu::BindingResource::Buffer {
|
||||||
|
buffer: &time_buffer,
|
||||||
|
range: 0..4,
|
||||||
|
},
|
||||||
|
},
|
||||||
|
],
|
||||||
|
});
|
||||||
|
|
||||||
|
// Create pipeline
|
||||||
|
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||||
|
bind_group_layouts: &[&bind_group_layout],
|
||||||
|
});
|
||||||
|
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||||
|
layout: &pipeline_layout,
|
||||||
|
vertex_stage: wgpu::ProgrammableStageDescriptor {
|
||||||
|
module: &vs_module,
|
||||||
|
entry_point: "main",
|
||||||
|
},
|
||||||
|
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
|
||||||
|
module: &fs_module,
|
||||||
|
entry_point: "main",
|
||||||
|
}),
|
||||||
|
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
|
||||||
|
front_face: wgpu::FrontFace::Ccw,
|
||||||
|
cull_mode: wgpu::CullMode::None,
|
||||||
|
depth_bias: 0,
|
||||||
|
depth_bias_slope_scale: 0.0,
|
||||||
|
depth_bias_clamp: 0.0,
|
||||||
|
}),
|
||||||
|
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
|
||||||
|
color_states: &[wgpu::ColorStateDescriptor {
|
||||||
|
format: wgpu::TextureFormat::Bgra8UnormSrgb,
|
||||||
|
color_blend: wgpu::BlendDescriptor::REPLACE,
|
||||||
|
alpha_blend: wgpu::BlendDescriptor::REPLACE,
|
||||||
|
write_mask: wgpu::ColorWrite::ALL,
|
||||||
|
}],
|
||||||
|
depth_stencil_state: None,
|
||||||
|
vertex_state: wgpu::VertexStateDescriptor {
|
||||||
|
index_format: wgpu::IndexFormat::Uint16,
|
||||||
|
vertex_buffers: &[],
|
||||||
|
},
|
||||||
|
sample_count: 1,
|
||||||
|
sample_mask: !0,
|
||||||
|
alpha_to_coverage_enabled: false,
|
||||||
|
});
|
||||||
|
|
||||||
|
Self {
|
||||||
|
bind_group,
|
||||||
|
render_pipeline,
|
||||||
|
time_buffer,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub(crate) fn update(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, time: f32) {
|
||||||
|
let mut encoder =
|
||||||
|
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
||||||
|
|
||||||
|
let temp_buf =
|
||||||
|
device.create_buffer_with_data(&time.to_ne_bytes(), wgpu::BufferUsage::COPY_SRC);
|
||||||
|
encoder.copy_buffer_to_buffer(&temp_buf, 0, &self.time_buffer, 0, 4);
|
||||||
|
|
||||||
|
queue.submit(&[encoder.finish()]);
|
||||||
|
}
|
||||||
|
|
||||||
|
pub(crate) fn render(
|
||||||
|
&self,
|
||||||
|
encoder: &mut wgpu::CommandEncoder,
|
||||||
|
render_target: &wgpu::TextureView,
|
||||||
|
) {
|
||||||
|
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||||
|
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
|
||||||
|
attachment: render_target,
|
||||||
|
resolve_target: None,
|
||||||
|
load_op: wgpu::LoadOp::Clear,
|
||||||
|
store_op: wgpu::StoreOp::Store,
|
||||||
|
clear_color: wgpu::Color::BLACK,
|
||||||
|
}],
|
||||||
|
depth_stencil_attachment: None,
|
||||||
|
});
|
||||||
|
rpass.set_pipeline(&self.render_pipeline);
|
||||||
|
rpass.set_bind_group(0, &self.bind_group, &[]);
|
||||||
|
rpass.draw(0..6, 0..1);
|
||||||
|
}
|
||||||
|
}
|
BIN
img/custom-shader.png
Normal file
BIN
img/custom-shader.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 760 KiB |
0
img/minimal-sdl2.png
Executable file → Normal file
0
img/minimal-sdl2.png
Executable file → Normal file
Before Width: | Height: | Size: 1.4 KiB After Width: | Height: | Size: 1.4 KiB |
Loading…
Reference in a new issue