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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# Vertex shader
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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vec2<f32>(0.0, 0.5),
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vec2<f32>(-0.5, -0.5),
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vec2<f32>(0.5, -0.5));
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[[builtin position]] var<out> Position : vec4<f32>;
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[[builtin vertex_idx]] var<in> VertexIndex : i32;
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fn vtx_main() -> void {
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Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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return;
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}
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entry_point vertex as "main" = vtx_main;
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# Fragment shader
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2020-07-15 18:04:11 +00:00
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[[location 0]] var<out> outColor : vec4<f32>;
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2020-03-02 20:47:43 +00:00
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fn frag_main() -> void {
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outColor = vec4<f32>(1, 0, 0, 1);
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return;
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}
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2020-07-15 18:04:11 +00:00
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entry_point fragment = frag_main;
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