c4df23f65d
* Update to wgpu 0.9 * Fix validation error in WGSL shader - This moves the hardcoded vertex positions and texture coordinates to the vertex buffer. - Replaces the two-triangle quad to 1 full-screen triangle (fixes #180) - Rewrites the custom shader example to fix a bug with large surface textures; - The input texture size was used for the output texture, causing the purple rectangle to appear very jumpy on large displays in full screen. - The `ScalingRenderer` now exposes its clipping rectangle. The custom shader example uses this for its own clipping rectangle, but it can also be used for interacting with the border in general. * Switch to `wgpu::include_wgsl!()` - This is a nice little simplification. - Thanks to @JMS55 for the suggestion!
33 lines
837 B
WebGPU Shading Language
33 lines
837 B
WebGPU Shading Language
// 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 r_locals: Locals;
|
|
|
|
[[stage(vertex)]]
|
|
fn vs_main(
|
|
[[location(0)]] position: vec2<f32>,
|
|
[[location(1)]] tex_coord: vec2<f32>,
|
|
) -> VertexOutput {
|
|
var out: VertexOutput;
|
|
out.tex_coord = tex_coord;
|
|
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);
|
|
}
|