dawn-cmake/test/triangle.wgsl
Corentin Wallez 04f5166ac1 Fix triangle.wgsl's floating point literals.
Bug: None
Change-Id: I76a4df338e6354915844822ac1d40cece10ac9e0
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/27241
Commit-Queue: dan sinclair <dsinclair@chromium.org>
Reviewed-by: dan sinclair <dsinclair@chromium.org>
2020-08-24 13:04:36 +00:00

37 lines
1.1 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.
# 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;
fn vtx_main() -> void {
Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
return;
}
entry_point vertex as "main" = vtx_main;
# Fragment shader
[[location 0]] var<out> outColor : vec4<f32>;
fn frag_main() -> void {
outColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
return;
}
entry_point fragment = frag_main;