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32 lines
865 B
WebGPU Shading Language
32 lines
865 B
WebGPU Shading Language
// vertex
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const c_scale: f32 = 1.2;
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struct VertexOutput {
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[[location(0)]] uv : vec2<f32>;
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[[builtin(position)]] position : vec4<f32>;
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};
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[[stage(vertex)]]
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fn main([[location(0)]] pos : vec2<f32>, [[location(1)]] uv : vec2<f32>) -> VertexOutput {
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var out: VertexOutput;
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out.uv = uv;
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out.position = vec4<f32>(c_scale * pos, 0.0, 1.0);
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return out;
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}
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// fragment
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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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[[stage(fragment)]]
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fn main([[location(0)]] uv : vec2<f32>) -> [[location(0)]] vec4<f32> {
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const color = textureSample(u_texture, u_sampler, uv);
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if (color.a == 0.0) {
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discard;
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}
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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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const premultiplied = color.a * color;
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return premultiplied;
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}
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