44 lines
1.3 KiB
WebGPU Shading Language
44 lines
1.3 KiB
WebGPU Shading Language
# 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<f32>;
|
|
};
|
|
|
|
[[binding 0, set 0]] var<uniform> uniforms : Uniforms;
|
|
|
|
[[location 0]] var<in> cur_position : vec4<f32>;
|
|
[[location 1]] var<in> color : vec4<f32>;
|
|
[[location 0]] var<out> vtxFragColor : vec4<f32>;
|
|
[[builtin position]] var<out> Position : vec4<f32>;
|
|
|
|
fn vtx_main() -> void {
|
|
Position = uniforms.modelViewProjectionMatrix * cur_position;
|
|
vtxFragColor = color;
|
|
return;
|
|
}
|
|
|
|
# Fragment shader
|
|
[[location 0]] var<in> fragColor : vec4<f32>;
|
|
[[location 0]] var<out> outColor : vec4<f32>;
|
|
|
|
fn frag_main() -> void {
|
|
outColor = fragColor;
|
|
return;
|
|
}
|