2020-03-02 20:47:43 +00:00
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# Copyright 2020 The Tint Authors.
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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2020-07-14 19:43:02 +00:00
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entry_point vertex = vtx_main;
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entry_point fragment = frag_main;
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2020-03-02 20:47:43 +00:00
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# Vertex shader
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type Uniforms = struct {
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[[offset 0]] modelViewProjectionMatrix : mat4x4<f32>;
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};
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[[binding 0, set 0]] var<uniform> uniforms : Uniforms;
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[[location 0]] var<in> cur_position : vec4<f32>;
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[[location 1]] var<in> color : vec4<f32>;
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2020-07-14 19:43:02 +00:00
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[[location 0]] var<out> vtxFragColor : vec4<f32>;
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2020-03-02 20:47:43 +00:00
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[[builtin position]] var<out> Position : vec4<f32>;
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fn vtx_main() -> void {
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Position = uniforms.modelViewProjectionMatrix * cur_position;
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2020-07-14 19:43:02 +00:00
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vtxFragColor = color;
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2020-03-02 20:47:43 +00:00
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return;
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}
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# Fragment shader
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[[location 0]] var<in> fragColor : vec4<f32>;
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[[location 0]] var<out> outColor : vec4<f32>;
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fn frag_main() -> void {
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outColor = fragColor;
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return;
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}
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