dawn-cmake/test/tint/samples/cube.wgsl.expected.wgsl

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WebGPU Shading Language
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struct Uniforms {
modelViewProjectionMatrix : mat4x4<f32>,
}
@binding(0) @group(0) var<uniform> uniforms : Uniforms;
struct VertexInput {
@location(0)
cur_position : vec4<f32>,
@location(1)
color : vec4<f32>,
}
struct VertexOutput {
@location(0)
vtxFragColor : vec4<f32>,
@builtin(position)
Position : vec4<f32>,
}
@vertex
fn vtx_main(input : VertexInput) -> VertexOutput {
var output : VertexOutput;
output.Position = (uniforms.modelViewProjectionMatrix * input.cur_position);
output.vtxFragColor = input.color;
return output;
}
@fragment
fn frag_main(@location(0) fragColor : vec4<f32>) -> @location(0) vec4<f32> {
return fragColor;
}