# 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. entry_point vertex as "main" = vtx_main; entry_point fragment as "main" = frag_main; # Vertex shader type Uniforms = struct { [[offset 0]] modelViewProjectionMatrix : mat4x4; }; [[binding 0, set 0]] var uniforms : Uniforms; [[location 0]] var cur_position : vec4; [[location 1]] var color : vec4; [[location 0]] var fragColor : vec4; [[builtin position]] var Position : vec4; fn vtx_main() -> void { Position = uniforms.modelViewProjectionMatrix * cur_position; fragColor = color; return; } # Fragment shader [[location 0]] var fragColor : vec4; [[location 0]] var outColor : vec4; fn frag_main() -> void { outColor = fragColor; return; }