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