transform: DMA: Don't load ignore() arguments
ignore() might be passed a structure holding a runtime array. Fixed: tint:1046 Change-Id: I2beab91d8faabe69409308cf3e24b6403a84dd56 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/60213 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: David Neto <dneto@google.com> Auto-Submit: Ben Clayton <bclayton@google.com>
This commit is contained in:
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@ -915,11 +915,18 @@ void DecomposeMemoryAccess::Run(CloneContext& ctx, const DataMap&, DataMap&) {
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if (auto* call_expr = node->As<ast::CallExpression>()) {
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auto* call = sem.Get(call_expr);
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if (auto* intrinsic = call->Target()->As<sem::Intrinsic>()) {
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if (intrinsic->Type() == sem::IntrinsicType::kIgnore) {
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// ignore(X)
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// Don't convert X into a load, this isn't actually used.
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state.TakeAccess(call_expr->params()[0]);
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continue;
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}
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if (intrinsic->Type() == sem::IntrinsicType::kArrayLength) {
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// arrayLength(X)
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// Don't convert X into a load, this intrinsic actually requires the
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// real pointer.
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state.TakeAccess(call_expr->params()[0]);
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continue;
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}
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if (intrinsic->IsAtomic()) {
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if (auto access = state.TakeAccess(call_expr->params()[0])) {
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@ -0,0 +1,80 @@
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struct PointLight {
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position : vec4<f32>;
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};
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[[block]] struct PointLights {
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values : [[stride(16)]] array<PointLight>;
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};
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[[block]] struct Uniforms {
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worldView : mat4x4<f32>;
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proj : mat4x4<f32>;
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numPointLights : u32;
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color_source : u32;
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color : vec4<f32>;
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};
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[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
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[[binding(1), group(0)]] var<storage_buffer, read> pointLights : PointLights;
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[[binding(2), group(0)]] var mySampler: sampler;
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[[binding(3), group(0)]] var myTexture: texture_2d<f32>;
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struct FragmentInput {
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[[builtin(position)]] position : vec4<f32>;
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[[location(0)]] view_position : vec4<f32>;
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[[location(1)]] normal : vec4<f32>;
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[[location(2)]] uv : vec2<f32>;
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[[location(3)]] color : vec4<f32>;
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};
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struct FragmentOutput {
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[[location(0)]] color : vec4<f32>;
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};
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fn getColor(fragment : FragmentInput) -> vec4<f32>{
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var color : vec4<f32>;
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if(uniforms.color_source == 0u){
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// VERTEX COLOR
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color = fragment.color;
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}elseif(uniforms.color_source == 1u){
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// NORMALS
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// color = vec4<f32>(0.0, 0.0, 1.0, 1.0);
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color = fragment.normal;
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color.a = 1.0;
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}elseif(uniforms.color_source == 2u){
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// uniform color
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color = uniforms.color;
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}elseif(uniforms.color_source == 3u){
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// TEXTURE
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color = textureSample(myTexture, mySampler, fragment.uv);
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}
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return color;
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};
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[[stage(fragment)]]
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fn main(fragment : FragmentInput) -> FragmentOutput {
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var output : FragmentOutput;
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output.color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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ignore(uniforms);
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ignore(mySampler);
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ignore(myTexture);
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ignore(pointLights);
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// output.color.x = output.color.x + pointLights.values[0].position.x;
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return output;
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}
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@ -0,0 +1,61 @@
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cbuffer cbuffer_uniforms : register(b0, space0) {
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uint4 uniforms[10];
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};
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ByteAddressBuffer pointLights : register(t1, space0);
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SamplerState mySampler : register(s2, space0);
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Texture2D<float4> myTexture : register(t3, space0);
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struct FragmentInput {
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float4 position;
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float4 view_position;
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float4 normal;
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float2 uv;
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float4 color;
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};
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struct FragmentOutput {
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float4 color;
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};
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float4 getColor(FragmentInput fragment) {
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float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f);
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if ((uniforms[8].y == 0u)) {
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color = fragment.color;
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} else {
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if ((uniforms[8].y == 1u)) {
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color = fragment.normal;
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color.a = 1.0f;
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} else {
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if ((uniforms[8].y == 2u)) {
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color = asfloat(uniforms[9]);
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} else {
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if ((uniforms[8].y == 3u)) {
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color = myTexture.Sample(mySampler, fragment.uv);
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}
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}
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}
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}
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return color;
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}
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struct tint_symbol_1 {
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float4 view_position : TEXCOORD0;
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float4 normal : TEXCOORD1;
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float2 uv : TEXCOORD2;
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float4 color : TEXCOORD3;
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float4 position : SV_Position;
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};
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struct tint_symbol_2 {
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float4 color : SV_Target0;
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};
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tint_symbol_2 main(tint_symbol_1 tint_symbol) {
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const FragmentInput fragment = {tint_symbol.position, tint_symbol.view_position, tint_symbol.normal, tint_symbol.uv, tint_symbol.color};
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FragmentOutput output = (FragmentOutput)0;
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output.color = float4(1.0f, 0.0f, 0.0f, 1.0f);
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uniforms;
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mySampler;
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myTexture;
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pointLights;
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const tint_symbol_2 tint_symbol_5 = {output.color};
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return tint_symbol_5;
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}
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@ -0,0 +1,70 @@
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#include <metal_stdlib>
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using namespace metal;
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struct PointLight {
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/* 0x0000 */ packed_float4 position;
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};
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struct PointLights {
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/* 0x0000 */ PointLight values[1];
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};
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struct Uniforms {
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/* 0x0000 */ float4x4 worldView;
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/* 0x0040 */ float4x4 proj;
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/* 0x0080 */ uint numPointLights;
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/* 0x0084 */ uint color_source;
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/* 0x0088 */ int8_t tint_pad[8];
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/* 0x0090 */ packed_float4 color;
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};
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struct FragmentInput {
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float4 position;
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float4 view_position;
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float4 normal;
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float2 uv;
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float4 color;
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};
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struct FragmentOutput {
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float4 color;
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};
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struct tint_symbol_4 {
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float4 view_position [[user(locn0)]];
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float4 normal [[user(locn1)]];
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float2 uv [[user(locn2)]];
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float4 color [[user(locn3)]];
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};
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struct tint_symbol_5 {
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float4 color [[color(0)]];
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};
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float4 getColor(constant Uniforms& uniforms, FragmentInput tint_symbol, texture2d<float, access::sample> tint_symbol_7, sampler tint_symbol_8) {
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float4 color = 0.0f;
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if ((uniforms.color_source == 0u)) {
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color = tint_symbol.color;
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} else {
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if ((uniforms.color_source == 1u)) {
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color = tint_symbol.normal;
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color.a = 1.0f;
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} else {
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if ((uniforms.color_source == 2u)) {
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color = uniforms.color;
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} else {
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if ((uniforms.color_source == 3u)) {
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color = tint_symbol_7.sample(tint_symbol_8, tint_symbol.uv);
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}
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}
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}
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}
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return color;
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}
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fragment tint_symbol_5 tint_symbol_1(sampler tint_symbol_9 [[sampler(2)]], texture2d<float, access::sample> tint_symbol_10 [[texture(3)]], float4 tint_symbol_3 [[position]], tint_symbol_4 tint_symbol_2 [[stage_in]], constant Uniforms& uniforms [[buffer(0)]], const device PointLights& pointLights [[buffer(1)]]) {
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FragmentInput const tint_symbol = {.position=tint_symbol_3, .view_position=tint_symbol_2.view_position, .normal=tint_symbol_2.normal, .uv=tint_symbol_2.uv, .color=tint_symbol_2.color};
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FragmentOutput output = {};
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output.color = float4(1.0f, 0.0f, 0.0f, 1.0f);
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(void) uniforms;
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(void) tint_symbol_9;
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(void) tint_symbol_10;
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(void) pointLights;
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tint_symbol_5 const tint_symbol_6 = {.color=output.color};
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return tint_symbol_6;
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}
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@ -0,0 +1,217 @@
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; SPIR-V
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; Version: 1.3
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; Generator: Google Tint Compiler; 0
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; Bound: 114
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; Schema: 0
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OpCapability Shader
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OpMemoryModel Logical GLSL450
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OpEntryPoint Fragment %main "main" %tint_symbol %tint_symbol_1 %tint_symbol_2 %tint_symbol_3 %tint_symbol_4 %tint_symbol_7
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OpExecutionMode %main OriginUpperLeft
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OpName %Uniforms "Uniforms"
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OpMemberName %Uniforms 0 "worldView"
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OpMemberName %Uniforms 1 "proj"
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OpMemberName %Uniforms 2 "numPointLights"
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OpMemberName %Uniforms 3 "color_source"
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OpMemberName %Uniforms 4 "color"
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OpName %uniforms "uniforms"
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OpName %PointLights "PointLights"
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OpMemberName %PointLights 0 "values"
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OpName %PointLight "PointLight"
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OpMemberName %PointLight 0 "position"
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OpName %pointLights "pointLights"
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OpName %mySampler "mySampler"
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OpName %myTexture "myTexture"
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OpName %tint_symbol "tint_symbol"
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OpName %tint_symbol_1 "tint_symbol_1"
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OpName %tint_symbol_2 "tint_symbol_2"
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OpName %tint_symbol_3 "tint_symbol_3"
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OpName %tint_symbol_4 "tint_symbol_4"
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OpName %tint_symbol_7 "tint_symbol_7"
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OpName %FragmentInput "FragmentInput"
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OpMemberName %FragmentInput 0 "position"
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OpMemberName %FragmentInput 1 "view_position"
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OpMemberName %FragmentInput 2 "normal"
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OpMemberName %FragmentInput 3 "uv"
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OpMemberName %FragmentInput 4 "color"
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OpName %getColor "getColor"
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OpName %fragment "fragment"
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OpName %color "color"
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OpName %FragmentOutput "FragmentOutput"
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OpMemberName %FragmentOutput 0 "color"
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OpName %tint_symbol_8 "tint_symbol_8"
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OpName %tint_symbol_6 "tint_symbol_6"
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OpName %main "main"
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OpName %output "output"
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OpDecorate %Uniforms Block
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OpMemberDecorate %Uniforms 0 Offset 0
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OpMemberDecorate %Uniforms 0 ColMajor
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OpMemberDecorate %Uniforms 0 MatrixStride 16
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OpMemberDecorate %Uniforms 1 Offset 64
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OpMemberDecorate %Uniforms 1 ColMajor
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OpMemberDecorate %Uniforms 1 MatrixStride 16
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OpMemberDecorate %Uniforms 2 Offset 128
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OpMemberDecorate %Uniforms 3 Offset 132
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OpMemberDecorate %Uniforms 4 Offset 144
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OpDecorate %uniforms NonWritable
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OpDecorate %uniforms Binding 0
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OpDecorate %uniforms DescriptorSet 0
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OpDecorate %PointLights Block
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OpMemberDecorate %PointLights 0 Offset 0
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OpMemberDecorate %PointLight 0 Offset 0
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OpDecorate %_runtimearr_PointLight ArrayStride 16
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OpDecorate %pointLights NonWritable
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OpDecorate %pointLights Binding 1
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OpDecorate %pointLights DescriptorSet 0
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OpDecorate %mySampler Binding 2
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OpDecorate %mySampler DescriptorSet 0
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OpDecorate %myTexture Binding 3
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OpDecorate %myTexture DescriptorSet 0
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OpDecorate %tint_symbol BuiltIn FragCoord
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OpDecorate %tint_symbol_1 Location 0
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OpDecorate %tint_symbol_2 Location 1
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OpDecorate %tint_symbol_3 Location 2
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OpDecorate %tint_symbol_4 Location 3
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OpDecorate %tint_symbol_7 Location 0
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OpMemberDecorate %FragmentInput 0 Offset 0
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OpMemberDecorate %FragmentInput 1 Offset 16
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OpMemberDecorate %FragmentInput 2 Offset 32
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OpMemberDecorate %FragmentInput 3 Offset 48
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OpMemberDecorate %FragmentInput 4 Offset 64
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OpMemberDecorate %FragmentOutput 0 Offset 0
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%float = OpTypeFloat 32
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%v4float = OpTypeVector %float 4
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%mat4v4float = OpTypeMatrix %v4float 4
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%uint = OpTypeInt 32 0
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%Uniforms = OpTypeStruct %mat4v4float %mat4v4float %uint %uint %v4float
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%_ptr_Uniform_Uniforms = OpTypePointer Uniform %Uniforms
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%uniforms = OpVariable %_ptr_Uniform_Uniforms Uniform
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%PointLight = OpTypeStruct %v4float
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%_runtimearr_PointLight = OpTypeRuntimeArray %PointLight
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%PointLights = OpTypeStruct %_runtimearr_PointLight
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%_ptr_StorageBuffer_PointLights = OpTypePointer StorageBuffer %PointLights
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%pointLights = OpVariable %_ptr_StorageBuffer_PointLights StorageBuffer
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%15 = OpTypeSampler
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%_ptr_UniformConstant_15 = OpTypePointer UniformConstant %15
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%mySampler = OpVariable %_ptr_UniformConstant_15 UniformConstant
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%18 = OpTypeImage %float 2D 0 0 0 1 Unknown
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%_ptr_UniformConstant_18 = OpTypePointer UniformConstant %18
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%myTexture = OpVariable %_ptr_UniformConstant_18 UniformConstant
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%_ptr_Input_v4float = OpTypePointer Input %v4float
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%tint_symbol = OpVariable %_ptr_Input_v4float Input
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%tint_symbol_1 = OpVariable %_ptr_Input_v4float Input
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%tint_symbol_2 = OpVariable %_ptr_Input_v4float Input
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%v2float = OpTypeVector %float 2
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%_ptr_Input_v2float = OpTypePointer Input %v2float
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%tint_symbol_3 = OpVariable %_ptr_Input_v2float Input
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%tint_symbol_4 = OpVariable %_ptr_Input_v4float Input
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%_ptr_Output_v4float = OpTypePointer Output %v4float
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%29 = OpConstantNull %v4float
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%tint_symbol_7 = OpVariable %_ptr_Output_v4float Output %29
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%FragmentInput = OpTypeStruct %v4float %v4float %v4float %v2float %v4float
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%30 = OpTypeFunction %v4float %FragmentInput
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%_ptr_Function_v4float = OpTypePointer Function %v4float
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%uint_3 = OpConstant %uint 3
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%_ptr_Uniform_uint = OpTypePointer Uniform %uint
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%uint_0 = OpConstant %uint 0
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%bool = OpTypeBool
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%uint_1 = OpConstant %uint 1
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%_ptr_Function_float = OpTypePointer Function %float
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%float_1 = OpConstant %float 1
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%uint_2 = OpConstant %uint 2
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%uint_4 = OpConstant %uint 4
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%_ptr_Uniform_v4float = OpTypePointer Uniform %v4float
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%78 = OpTypeSampledImage %18
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%void = OpTypeVoid
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%FragmentOutput = OpTypeStruct %v4float
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%82 = OpTypeFunction %void %FragmentOutput
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%89 = OpTypeFunction %void
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%_ptr_Function_FragmentOutput = OpTypePointer Function %FragmentOutput
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%100 = OpConstantNull %FragmentOutput
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%float_0 = OpConstant %float 0
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%103 = OpConstantComposite %v4float %float_1 %float_0 %float_0 %float_1
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%getColor = OpFunction %v4float None %30
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%fragment = OpFunctionParameter %FragmentInput
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%34 = OpLabel
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%color = OpVariable %_ptr_Function_v4float Function %29
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%39 = OpAccessChain %_ptr_Uniform_uint %uniforms %uint_3
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%40 = OpLoad %uint %39
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%42 = OpIEqual %bool %40 %uint_0
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OpSelectionMerge %44 None
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OpBranchConditional %42 %45 %46
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%45 = OpLabel
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%47 = OpCompositeExtract %v4float %fragment 4
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OpStore %color %47
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OpBranch %44
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%46 = OpLabel
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%48 = OpAccessChain %_ptr_Uniform_uint %uniforms %uint_3
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%49 = OpLoad %uint %48
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%51 = OpIEqual %bool %49 %uint_1
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OpSelectionMerge %52 None
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OpBranchConditional %51 %53 %54
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%53 = OpLabel
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%55 = OpCompositeExtract %v4float %fragment 2
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OpStore %color %55
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%57 = OpAccessChain %_ptr_Function_float %color %uint_3
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OpStore %57 %float_1
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OpBranch %52
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%54 = OpLabel
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%59 = OpAccessChain %_ptr_Uniform_uint %uniforms %uint_3
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%60 = OpLoad %uint %59
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%62 = OpIEqual %bool %60 %uint_2
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OpSelectionMerge %63 None
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OpBranchConditional %62 %64 %65
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%64 = OpLabel
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%68 = OpAccessChain %_ptr_Uniform_v4float %uniforms %uint_4
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%69 = OpLoad %v4float %68
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OpStore %color %69
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OpBranch %63
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%65 = OpLabel
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%70 = OpAccessChain %_ptr_Uniform_uint %uniforms %uint_3
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%71 = OpLoad %uint %70
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%72 = OpIEqual %bool %71 %uint_3
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OpSelectionMerge %73 None
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OpBranchConditional %72 %74 %73
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%74 = OpLabel
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%76 = OpLoad %15 %mySampler
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%77 = OpLoad %18 %myTexture
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%79 = OpSampledImage %78 %77 %76
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%80 = OpCompositeExtract %v2float %fragment 3
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%75 = OpImageSampleImplicitLod %v4float %79 %80
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OpStore %color %75
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OpBranch %73
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%73 = OpLabel
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OpBranch %63
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%63 = OpLabel
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OpBranch %52
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%52 = OpLabel
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OpBranch %44
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%44 = OpLabel
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%81 = OpLoad %v4float %color
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OpReturnValue %81
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OpFunctionEnd
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%tint_symbol_8 = OpFunction %void None %82
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%tint_symbol_6 = OpFunctionParameter %FragmentOutput
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%87 = OpLabel
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%88 = OpCompositeExtract %v4float %tint_symbol_6 0
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OpStore %tint_symbol_7 %88
|
||||
OpReturn
|
||||
OpFunctionEnd
|
||||
%main = OpFunction %void None %89
|
||||
%91 = OpLabel
|
||||
%output = OpVariable %_ptr_Function_FragmentOutput Function %100
|
||||
%92 = OpLoad %v4float %tint_symbol
|
||||
%93 = OpLoad %v4float %tint_symbol_1
|
||||
%94 = OpLoad %v4float %tint_symbol_2
|
||||
%95 = OpLoad %v2float %tint_symbol_3
|
||||
%96 = OpLoad %v4float %tint_symbol_4
|
||||
%97 = OpCompositeConstruct %FragmentInput %92 %93 %94 %95 %96
|
||||
%101 = OpAccessChain %_ptr_Function_v4float %output %uint_0
|
||||
OpStore %101 %103
|
||||
%105 = OpLoad %Uniforms %uniforms
|
||||
%107 = OpLoad %15 %mySampler
|
||||
%109 = OpLoad %18 %myTexture
|
||||
%111 = OpLoad %PointLights %pointLights
|
||||
%113 = OpLoad %FragmentOutput %output
|
||||
%112 = OpFunctionCall %void %tint_symbol_8 %113
|
||||
OpReturn
|
||||
OpFunctionEnd
|
|
@ -0,0 +1,69 @@
|
|||
struct PointLight {
|
||||
position : vec4<f32>;
|
||||
};
|
||||
|
||||
[[block]]
|
||||
struct PointLights {
|
||||
values : [[stride(16)]] array<PointLight>;
|
||||
};
|
||||
|
||||
[[block]]
|
||||
struct Uniforms {
|
||||
worldView : mat4x4<f32>;
|
||||
proj : mat4x4<f32>;
|
||||
numPointLights : u32;
|
||||
color_source : u32;
|
||||
color : vec4<f32>;
|
||||
};
|
||||
|
||||
[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
|
||||
|
||||
[[binding(1), group(0)]] var<storage, read> pointLights : PointLights;
|
||||
|
||||
[[binding(2), group(0)]] var mySampler : sampler;
|
||||
|
||||
[[binding(3), group(0)]] var myTexture : texture_2d<f32>;
|
||||
|
||||
struct FragmentInput {
|
||||
[[builtin(position)]]
|
||||
position : vec4<f32>;
|
||||
[[location(0)]]
|
||||
view_position : vec4<f32>;
|
||||
[[location(1)]]
|
||||
normal : vec4<f32>;
|
||||
[[location(2)]]
|
||||
uv : vec2<f32>;
|
||||
[[location(3)]]
|
||||
color : vec4<f32>;
|
||||
};
|
||||
|
||||
struct FragmentOutput {
|
||||
[[location(0)]]
|
||||
color : vec4<f32>;
|
||||
};
|
||||
|
||||
fn getColor(fragment : FragmentInput) -> vec4<f32> {
|
||||
var color : vec4<f32>;
|
||||
if ((uniforms.color_source == 0u)) {
|
||||
color = fragment.color;
|
||||
} elseif ((uniforms.color_source == 1u)) {
|
||||
color = fragment.normal;
|
||||
color.a = 1.0;
|
||||
} elseif ((uniforms.color_source == 2u)) {
|
||||
color = uniforms.color;
|
||||
} elseif ((uniforms.color_source == 3u)) {
|
||||
color = textureSample(myTexture, mySampler, fragment.uv);
|
||||
}
|
||||
return color;
|
||||
}
|
||||
|
||||
[[stage(fragment)]]
|
||||
fn main(fragment : FragmentInput) -> FragmentOutput {
|
||||
var output : FragmentOutput;
|
||||
output.color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
|
||||
ignore(uniforms);
|
||||
ignore(mySampler);
|
||||
ignore(myTexture);
|
||||
ignore(pointLights);
|
||||
return output;
|
||||
}
|
Loading…
Reference in New Issue