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Don't generate them either, which generated a lot of test churn. Fixed: tint:1380 Change-Id: I0a7cfdd2ef0ffe8e7fda111fbc57997b36b949e0 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/77165 Auto-Submit: James Price <jrprice@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com>
33 lines
711 B
WebGPU Shading Language
33 lines
711 B
WebGPU Shading Language
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)]]
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cur_position : vec4<f32>;
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[[location(1)]]
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color : vec4<f32>;
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}
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struct VertexOutput {
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[[location(0)]]
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vtxFragColor : vec4<f32>;
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[[builtin(position)]]
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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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[[stage(fragment)]]
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fn frag_main([[location(0)]] fragColor : vec4<f32>) -> [[location(0)]] vec4<f32> {
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return fragColor;
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}
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