Port most of the samples to WGSL

Animometer's fragment shaders remains unported because it isn't clear
how to use modf in WGSL.

Bug: dawn:572

Change-Id: I29aa0ee657b813e7308f0300addd1d5795bfc16d
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/33821
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Corentin Wallez
2020-11-26 16:39:46 +00:00
committed by Commit Bot service account
parent 303c5c2d29
commit 4814bdbdea
6 changed files with 180 additions and 155 deletions

View File

@@ -95,23 +95,23 @@ void init() {
initBuffers();
initTextures();
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec4 pos;
void main() {
gl_Position = pos;
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(position)]] var<out> Position : vec4<f32>;
[[location(0)]] var<in> pos : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
Position = pos;
return;
})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(set = 0, binding = 0) uniform sampler mySampler;
layout(set = 0, binding = 1) uniform texture2D myTexture;
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>;
[[set(0), binding(0)]] var<uniform_constant> mySampler: sampler;
[[set(0), binding(1)]] var<uniform_constant> myTexture : texture_sampled_2d<f32>;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = texture(sampler2D(myTexture, mySampler), gl_FragCoord.xy / vec2(640.0, 480.0));
[[location(0)]] var<out> FragColor : vec4<f32>;
[[stage(fragment)]] fn main() -> void {
FragColor = textureSample(myTexture, mySampler, FragCoord.xy / vec2<f32>(640.0, 480.0));
return;
})");
auto bgl = utils::MakeBindGroupLayout(