# 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 = vtx_main; entry_point fragment = frag_main; # Vertex shader type Uniforms = [[block]] 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 vtxFragColor : vec4; [[builtin(position)]] var Position : vec4; fn vtx_main() -> void { Position = uniforms.modelViewProjectionMatrix * cur_position; vtxFragColor = color; return; } # Fragment shader [[location(0)]] var fragColor : vec4; [[location(0)]] var outColor : vec4; fn frag_main() -> void { outColor = fragColor; return; }