// 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 [[block]] struct Uniforms { modelViewProjectionMatrix : mat4x4; }; [[binding(0), group(0)]] var uniforms : [[access(read)]] Uniforms; struct VertexInput { [[location(0)]] cur_position : vec4; [[location(1)]] color : vec4; }; struct VertexOutput { [[location(0)]] vtxFragColor : vec4; [[builtin(position)]] Position : vec4; }; [[stage(vertex)]] fn vtx_main(input : VertexInput) -> VertexOutput { var output : VertexOutput; output.Position = uniforms.modelViewProjectionMatrix * input.cur_position; output.vtxFragColor = input.color; return output; } // Fragment shader [[stage(fragment)]] fn frag_main([[location(0)]] fragColor : vec4) -> [[location(0)]] vec4 { return fragColor; }