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48 lines
1.6 KiB
WebGPU Shading Language
48 lines
1.6 KiB
WebGPU Shading Language
struct VertexOutput {
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@builtin(position) @invariant position: vec4<f32>,
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@location(1) _varying: f32,
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}
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struct FragmentOutput {
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@builtin(frag_depth) depth: f32,
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@builtin(sample_mask) sample_mask: u32,
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@location(0) color: f32,
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}
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struct Input1_ {
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@builtin(vertex_index) index: u32,
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}
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struct Input2_ {
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@builtin(instance_index) index: u32,
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}
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var<workgroup> output: array<u32, 1>;
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@vertex
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fn vertex(@builtin(vertex_index) vertex_index: u32, @builtin(instance_index) instance_index: u32, @location(10) @interpolate(flat) color: u32) -> VertexOutput {
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let tmp: u32 = ((vertex_index + instance_index) + color);
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return VertexOutput(vec4(1.0), f32(tmp));
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}
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@fragment
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fn fragment(in: VertexOutput, @builtin(front_facing) front_facing: bool, @builtin(sample_index) sample_index: u32, @builtin(sample_mask) sample_mask: u32) -> FragmentOutput {
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let mask: u32 = (sample_mask & (1u << sample_index));
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let color_1: f32 = select(0.0, 1.0, front_facing);
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return FragmentOutput(in._varying, mask, color_1);
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}
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@compute @workgroup_size(1, 1, 1)
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fn compute(@builtin(global_invocation_id) global_id: vec3<u32>, @builtin(local_invocation_id) local_id: vec3<u32>, @builtin(local_invocation_index) local_index: u32, @builtin(workgroup_id) wg_id: vec3<u32>, @builtin(num_workgroups) num_wgs: vec3<u32>) {
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output[0] = ((((global_id.x + local_id.x) + local_index) + wg_id.x) + num_wgs.x);
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return;
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}
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@vertex
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fn vertex_two_structs(in1_: Input1_, in2_: Input2_) -> @builtin(position) @invariant vec4<f32> {
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var index: u32 = 2u;
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let _e8: u32 = index;
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return vec4<f32>(f32(in1_.index), f32(in2_.index), f32(_e8), 0.0);
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}
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