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39 lines
980 B
WebGPU Shading Language
39 lines
980 B
WebGPU Shading Language
struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) uv: vec3<f32>,
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}
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struct Data {
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proj_inv: mat4x4<f32>,
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view: mat4x4<f32>,
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}
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@group(0) @binding(0)
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var<uniform> r_data: Data;
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@vertex
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fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
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// hacky way to draw a large triangle
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var tmp1 = i32(vertex_index) / 2;
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var tmp2 = i32(vertex_index) & 1;
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let pos = vec4<f32>(
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f32(tmp1) * 4.0 - 1.0,
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f32(tmp2) * 4.0 - 1.0,
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0.0,
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1.0,
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);
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let inv_model_view = transpose(mat3x3<f32>(r_data.view.x.xyz, r_data.view.y.xyz, r_data.view.z.xyz));
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let unprojected = r_data.proj_inv * pos;
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return VertexOutput(pos, inv_model_view * unprojected.xyz);
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}
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@group(0) @binding(1)
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var r_texture: texture_cube<f32>;
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@group(0) @binding(2)
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var r_sampler: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(r_texture, r_sampler, in.uv);
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}
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