2021-01-06 04:34:40 +00:00
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// vertex
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2021-04-11 04:35:03 +00:00
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let c_scale: f32 = 1.2;
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2021-03-07 05:03:05 +00:00
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struct VertexOutput {
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2022-03-12 21:48:10 +00:00
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@location(0) uv : vec2<f32>,
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@builtin(position) position : vec4<f32>,
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2022-03-27 05:35:08 +00:00
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}
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2020-12-08 05:23:29 +00:00
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2022-04-15 09:54:15 +00:00
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@vertex
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2021-11-26 18:56:59 +00:00
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fn vert_main(
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2022-01-19 15:33:06 +00:00
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@location(0) pos : vec2<f32>,
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@location(1) uv : vec2<f32>,
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2021-04-22 02:38:26 +00:00
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) -> VertexOutput {
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2021-04-17 05:14:07 +00:00
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return VertexOutput(uv, vec4<f32>(c_scale * pos, 0.0, 1.0));
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2020-12-08 05:23:29 +00:00
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}
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2021-01-06 04:34:40 +00:00
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// fragment
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2022-01-19 15:33:06 +00:00
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@group(0) @binding(0) var u_texture : texture_2d<f32>;
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@group(0) @binding(1) var u_sampler : sampler;
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2020-12-08 05:23:29 +00:00
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2022-04-15 09:54:15 +00:00
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@fragment
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2022-01-19 15:33:06 +00:00
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fn frag_main(@location(0) uv : vec2<f32>) -> @location(0) vec4<f32> {
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2021-04-11 04:35:03 +00:00
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let color = textureSample(u_texture, u_sampler, uv);
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2022-02-15 10:05:21 +00:00
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if color.a == 0.0 {
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2021-03-11 06:04:55 +00:00
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discard;
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}
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2021-03-15 05:24:40 +00:00
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// forcing the expression here to be emitted in order to check the
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// uniformity of the control flow a bit more strongly.
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2021-04-11 04:35:03 +00:00
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let premultiplied = color.a * color;
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2021-03-07 05:03:05 +00:00
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return premultiplied;
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2020-12-08 05:23:29 +00:00
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}
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2021-06-24 10:59:35 +00:00
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// We need to make sure that backends are successfully handling multiple entry points for the same shader stage.
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2022-04-15 09:54:15 +00:00
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@fragment
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2022-01-19 15:33:06 +00:00
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fn fs_extra() -> @location(0) vec4<f32> {
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2021-06-24 11:01:41 +00:00
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return vec4<f32>(0.0, 0.5, 0.0, 0.5);
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}
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