dawn-cmake/test/cube.wgsl
dan sinclair 8604eb4495 Update cube example
This Cl updates the cube example to use unique names for the entry
points and fixes the duplicate name used for fragColor between the
vertex and fragment shaders.

Change-Id: Icb77897bac88f7641cab2702b37573bfd771a586
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/24781
Reviewed-by: David Neto <dneto@google.com>
2020-07-14 19:43:02 +00:00

44 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.
entry_point vertex = vtx_main;
entry_point fragment = frag_main;
# Vertex shader
type Uniforms = struct {
[[offset 0]] modelViewProjectionMatrix : mat4x4<f32>;
};
[[binding 0, set 0]] var<uniform> uniforms : Uniforms;
[[location 0]] var<in> cur_position : vec4<f32>;
[[location 1]] var<in> color : vec4<f32>;
[[location 0]] var<out> vtxFragColor : vec4<f32>;
[[builtin position]] var<out> Position : vec4<f32>;
fn vtx_main() -> void {
Position = uniforms.modelViewProjectionMatrix * cur_position;
vtxFragColor = color;
return;
}
# Fragment shader
[[location 0]] var<in> fragColor : vec4<f32>;
[[location 0]] var<out> outColor : vec4<f32>;
fn frag_main() -> void {
outColor = fragColor;
return;
}