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Implements https://github.com/gpuweb/gpuweb/pull/1447 SPIR-V Reader is still TODO, but continues to function as the offset decoration is still supported. Bug: tint:626 Bug: tint:629 Change-Id: Id574eb3a5c6729559382812de37b23f0c68fd406 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/43640 Commit-Queue: Ben Clayton <bclayton@chromium.org> Reviewed-by: David Neto <dneto@google.com>
41 lines
1.3 KiB
WebGPU Shading Language
41 lines
1.3 KiB
WebGPU Shading Language
// Copyright 2020 The Tint Authors.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// Vertex shader
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[[block]] struct Uniforms {
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modelViewProjectionMatrix : mat4x4<f32>;
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};
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[[binding(0), group(0)]] var<uniform> uniforms : [[access(read)]] Uniforms;
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[[location(0)]] var<in> cur_position : vec4<f32>;
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[[location(1)]] var<in> color : vec4<f32>;
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[[location(0)]] var<out> vtxFragColor : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]]
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fn vtx_main() -> void {
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Position = uniforms.modelViewProjectionMatrix * cur_position;
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vtxFragColor = color;
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}
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// Fragment shader
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[[location(0)]] var<in> fragColor : vec4<f32>;
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[[location(0)]] var<out> outColor : vec4<f32>;
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[[stage(fragment)]]
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fn frag_main() -> void {
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outColor = fragColor;
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}
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