c2454b01ab
- Vertex UVs can be computed from the positions, which saves a small amount of code and a small amount of bandwidth (both inconsequential). - This is mostly for readability. - Fixes vertically-flipped pixel buffer in the `custom-shader` example.
32 lines
832 B
WebGPU Shading Language
32 lines
832 B
WebGPU Shading Language
// Vertex shader bindings
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struct VertexOutput {
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[[location(0)]] tex_coord: vec2<f32>;
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[[builtin(position)]] position: vec4<f32>;
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};
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[[block]] struct Locals {
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transform: mat4x4<f32>;
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};
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[[group(0), binding(2)]] var<uniform> r_locals: Locals;
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[[stage(vertex)]]
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fn vs_main(
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[[location(0)]] position: vec2<f32>,
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) -> VertexOutput {
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var out: VertexOutput;
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out.tex_coord = position * vec2<f32>(0.5, -0.5) + 0.5;
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out.position = r_locals.transform * vec4<f32>(position, 0.0, 1.0);
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return out;
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}
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// Fragment shader bindings
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[[group(0), binding(0)]] var r_tex_color: texture_2d<f32>;
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[[group(0), binding(1)]] var r_tex_sampler: sampler;
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[[stage(fragment)]]
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fn fs_main([[location(0)]] tex_coord: vec2<f32>) -> [[location(0)]] vec4<f32> {
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return textureSample(r_tex_color, r_tex_sampler, tex_coord);
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}
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