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40 lines
1.5 KiB
WebGPU Shading Language
40 lines
1.5 KiB
WebGPU Shading Language
// NOTE: This is basically the same as `interpolate.wgsl`, except for the removal of
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// `@interpolate(flat, first)`, which is unsupported in GLSL and `compat`.
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// NOTE: invalid combinations are tested in the
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// `validation::incompatible_interpolation_and_sampling_types` test.
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struct FragmentInput {
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@builtin(position) position: vec4<f32>,
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@location(0) @interpolate(flat) _flat : u32,
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// NOTE: not supported in `compat` or GLSL
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// // @location(1) @interpolate(flat, first) flat_first : u32,
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@location(2) @interpolate(flat, either) flat_either : u32,
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@location(3) @interpolate(linear) _linear : f32,
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@location(4) @interpolate(linear, centroid) linear_centroid : vec2<f32>,
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@location(6) @interpolate(linear, sample) linear_sample : vec3<f32>,
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@location(7) @interpolate(perspective) perspective : vec4<f32>,
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@location(8) @interpolate(perspective, centroid) perspective_centroid : f32,
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@location(9) @interpolate(perspective, sample) perspective_sample : f32,
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}
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@vertex
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fn vert_main() -> FragmentInput {
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var out: FragmentInput;
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out.position = vec4<f32>(2.0, 4.0, 5.0, 6.0);
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out._flat = 8u;
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// out.flat_first = 9u;
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out.flat_either = 10u;
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out._linear = 27.0;
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out.linear_centroid = vec2<f32>(64.0, 125.0);
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out.linear_sample = vec3<f32>(216.0, 343.0, 512.0);
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out.perspective = vec4<f32>(729.0, 1000.0, 1331.0, 1728.0);
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out.perspective_centroid = 2197.0;
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out.perspective_sample = 2744.0;
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return out;
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}
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@fragment
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fn frag_main(val : FragmentInput) { }
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