42 lines
1.3 KiB
WebGPU Shading Language
42 lines
1.3 KiB
WebGPU Shading Language
struct Uniforms {
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u_scale : vec2<f32>,
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u_offset : vec2<f32>,
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}
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@binding(0) @group(0) var<uniform> uniforms : Uniforms;
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struct VertexOutputs {
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@location(0)
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texcoords : vec2<f32>,
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@builtin(position)
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position : vec4<f32>,
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}
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@vertex
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fn vs_main(@builtin(vertex_index) VertexIndex : u32) -> VertexOutputs {
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var texcoord = array<vec2<f32>, 3>(vec2<f32>(-(0.5), 0.0), vec2<f32>(1.5, 0.0), vec2<f32>(0.5, 2.0));
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var output : VertexOutputs;
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output.position = vec4<f32>(((texcoord[VertexIndex] * 2.0) - vec2<f32>(1.0, 1.0)), 0.0, 1.0);
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var flipY = (uniforms.u_scale.y < 0.0);
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if (flipY) {
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output.texcoords = ((((texcoord[VertexIndex] * uniforms.u_scale) + uniforms.u_offset) * vec2<f32>(1.0, -(1.0))) + vec2<f32>(0.0, 1.0));
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} else {
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output.texcoords = ((((texcoord[VertexIndex] * vec2<f32>(1.0, -(1.0))) + vec2<f32>(0.0, 1.0)) * uniforms.u_scale) + uniforms.u_offset);
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}
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return output;
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}
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@binding(1) @group(0) var mySampler : sampler;
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@binding(2) @group(0) var myTexture : texture_2d<f32>;
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@fragment
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fn fs_main(@location(0) texcoord : vec2<f32>) -> @location(0) vec4<f32> {
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var clampedTexcoord = clamp(texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
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if (!(all((clampedTexcoord == texcoord)))) {
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discard;
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}
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var srcColor = vec4<f32>(0);
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return srcColor;
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}
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