2021-01-12 18:13:28 +00:00
|
|
|
// Copyright 2020 The Tint Authors.
|
|
|
|
//
|
|
|
|
// Licensed under the Apache License, Version 2.0 (the "License");
|
|
|
|
// you may not use this file except in compliance with the License.
|
|
|
|
// You may obtain a copy of the License at
|
|
|
|
//
|
|
|
|
// http://www.apache.org/licenses/LICENSE-2.0
|
|
|
|
//
|
|
|
|
// Unless required by applicable law or agreed to in writing, software
|
|
|
|
// distributed under the License is distributed on an "AS IS" BASIS,
|
|
|
|
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
|
|
// See the License for the specific language governing permissions and
|
|
|
|
// limitations under the License.
|
2020-03-02 20:47:43 +00:00
|
|
|
|
2021-01-12 18:13:28 +00:00
|
|
|
// Vertex shader
|
2022-01-06 18:11:01 +00:00
|
|
|
let pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
|
|
|
|
vec2<f32>(0.0, 0.5),
|
|
|
|
vec2<f32>(-0.5, -0.5),
|
|
|
|
vec2<f32>(0.5, -0.5));
|
|
|
|
|
2022-01-19 22:46:57 +00:00
|
|
|
@stage(vertex)
|
|
|
|
fn vtx_main(@builtin(vertex_index) VertexIndex : u32)
|
|
|
|
-> @builtin(position) vec4<f32> {
|
2021-04-06 18:08:47 +00:00
|
|
|
return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
|
2020-03-02 20:47:43 +00:00
|
|
|
}
|
|
|
|
|
2021-01-12 18:13:28 +00:00
|
|
|
// Fragment shader
|
2022-01-19 22:46:57 +00:00
|
|
|
@stage(fragment)
|
|
|
|
fn frag_main() -> @location(0) vec4<f32> {
|
2021-04-06 18:08:47 +00:00
|
|
|
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
|
2020-03-02 20:47:43 +00:00
|
|
|
}
|