# 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. # Vertex shader const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>( vec2<f32>(0.0, 0.5), vec2<f32>(-0.5, -0.5), vec2<f32>(0.5, -0.5)); [[builtin(position)]] var<out> Position : vec4<f32>; [[builtin(vertex_idx)]] var<in> VertexIndex : i32; [[stage(vertex)]] fn vtx_main() -> void { Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0); } # Fragment shader [[location(0)]] var<out> outColor : vec4<f32>; [[stage(fragment)]] fn frag_main() -> void { outColor = vec4<f32>(1.0, 0.0, 0.0, 1.0); }