pixels/shaders/scale.wgsl
2021-06-05 18:40:33 -07:00

54 lines
1.3 KiB
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;
let positions: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
// Upper left triangle
vec2<f32>(-1.0, -1.0),
vec2<f32>(1.0, -1.0),
vec2<f32>(-1.0, 1.0),
// Lower right triangle
vec2<f32>(-1.0, 1.0),
vec2<f32>(1.0, -1.0),
vec2<f32>(1.0, 1.0),
);
let uv: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
// Upper left triangle
vec2<f32>(0.0, 0.0),
vec2<f32>(1.0, 0.0),
vec2<f32>(0.0, 1.0),
// Lower right triangle
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 0.0),
vec2<f32>(1.0, 1.0),
);
[[stage(vertex)]]
fn vs_main([[builtin(vertex_index)]] vertex_index: u32) -> VertexOutput {
var out: VertexOutput;
out.tex_coord = uv[vertex_index];
out.position = r_locals.transform * vec4<f32>(positions[vertex_index], 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);
}