47 lines
1.3 KiB
WebGPU Shading Language
47 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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struct Uniforms {
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modelViewProjectionMatrix : mat4x4<f32>,
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};
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@binding(0) @group(0) var<uniform> uniforms : Uniforms;
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struct VertexInput {
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@location(0) cur_position : vec4<f32>,
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@location(1) color : vec4<f32>,
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};
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struct VertexOutput {
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@location(0) vtxFragColor : vec4<f32>,
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@builtin(position) Position : vec4<f32>,
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};
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@stage(vertex)
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fn vtx_main(input : VertexInput) -> VertexOutput {
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var output : VertexOutput;
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output.Position = uniforms.modelViewProjectionMatrix * input.cur_position;
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output.vtxFragColor = input.color;
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return output;
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}
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// Fragment shader
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@stage(fragment)
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fn frag_main(@location(0) fragColor : vec4<f32>)
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-> @location(0) vec4<f32> {
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return fragColor;
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}
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