2021-01-12 18:13:28 +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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2020-03-02 20:47:43 +00:00
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2021-01-12 18:13:28 +00:00
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// Vertex shader
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2021-12-09 15:45:03 +00:00
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struct Uniforms {
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2021-03-15 10:43:11 +00:00
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modelViewProjectionMatrix : mat4x4<f32>;
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2020-03-02 20:47:43 +00:00
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};
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2021-04-21 17:55:12 +00:00
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[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
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2020-03-02 20:47:43 +00:00
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2021-04-06 18:08:47 +00:00
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struct VertexInput {
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[[location(0)]] cur_position : vec4<f32>;
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[[location(1)]] color : vec4<f32>;
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};
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struct VertexOutput {
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[[location(0)]] vtxFragColor : vec4<f32>;
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[[builtin(position)]] Position : vec4<f32>;
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};
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2020-03-02 20:47:43 +00:00
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2020-09-22 14:53:03 +00:00
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[[stage(vertex)]]
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2021-04-06 18:08:47 +00:00
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fn vtx_main(input : VertexInput) -> VertexOutput {
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var output : VertexOutput;
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output.Position = uniforms.modelViewProjectionMatrix * input.cur_position;
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output.vtxFragColor = input.color;
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return output;
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2020-03-02 20:47:43 +00:00
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}
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2021-01-12 18:13:28 +00:00
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// Fragment shader
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2020-03-02 20:47:43 +00:00
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2020-09-22 14:53:03 +00:00
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[[stage(fragment)]]
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2021-04-06 18:08:47 +00:00
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fn frag_main([[location(0)]] fragColor : vec4<f32>)
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-> [[location(0)]] vec4<f32> {
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return fragColor;
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2020-03-02 20:47:43 +00:00
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}
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