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

@@ -101,40 +101,46 @@ void init() {
initBuffers();
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout(set = 0, binding = 0) uniform cameraData {
mat4 view;
mat4 proj;
} camera;
layout(set = 0, binding = 1) uniform modelData {
mat4 modelMatrix;
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[block]] struct Camera {
[[offset(0)]] view : mat4x4<f32>;
[[offset(64)]] proj : mat4x4<f32>;
};
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 col;
layout(location = 2) out vec3 f_col;
void main() {
[[set(0), binding(0)]] var<uniform> camera : Camera;
[[block]] struct Model {
[[offset(0)]] matrix : mat4x4<f32>;
};
[[set(0), binding(1)]] var<uniform> model : Model;
[[location(0)]] var<in> pos : vec3<f32>;
[[location(1)]] var<in> col : vec3<f32>;
[[location(2)]] var<out> f_col : vec3<f32>;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
f_col = col;
gl_Position = camera.proj * camera.view * modelMatrix * vec4(pos, 1.0);
Position = camera.proj * camera.view * model.matrix * vec4<f32>(pos, 1.0);
return;
})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(location = 2) in vec3 f_col;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(f_col, 1.0);
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[location(0)]] var<out> FragColor : vec4<f32>;
[[location(2)]] var<in> f_col : vec3<f32>;
[[stage(fragment)]] fn main() -> void {
FragColor = vec4<f32>(f_col, 1.0);
return;
})");
wgpu::ShaderModule fsReflectionModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(location = 2) in vec3 f_col;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(mix(f_col, vec3(0.5, 0.5, 0.5), 0.5), 1.0);
wgpu::ShaderModule fsReflectionModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[location(0)]] var<out> FragColor : vec4<f32>;
[[location(2)]] var<in> f_col : vec3<f32>;
[[stage(fragment)]] fn main() -> void {
FragColor = vec4<f32>(mix(f_col, vec3<f32>(0.5, 0.5, 0.5), vec3<f32>(0.5, 0.5, 0.5)), 1.0);
return;
})");
utils::ComboVertexStateDescriptor vertexState;