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42 lines
1.1 KiB
WebGPU Shading Language
42 lines
1.1 KiB
WebGPU Shading Language
// Split up because some output languages limit number of locations to 8.
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struct FragmentOutputVec4Vec3 {
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@location(0) vec4f: vec4<f32>,
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@location(1) vec4i: vec4<i32>,
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@location(2) vec4u: vec4<u32>,
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@location(3) vec3f: vec3<f32>,
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@location(4) vec3i: vec3<i32>,
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@location(5) vec3u: vec3<u32>,
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}
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@fragment
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fn main_vec4vec3() -> FragmentOutputVec4Vec3 {
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var output: FragmentOutputVec4Vec3;
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output.vec4f = vec4<f32>(0.0);
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output.vec4i = vec4<i32>(0);
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output.vec4u = vec4<u32>(0u);
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output.vec3f = vec3<f32>(0.0);
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output.vec3i = vec3<i32>(0);
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output.vec3u = vec3<u32>(0u);
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return output;
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}
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struct FragmentOutputVec2Scalar {
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@location(0) vec2f: vec2<f32>,
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@location(1) vec2i: vec2<i32>,
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@location(2) vec2u: vec2<u32>,
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@location(3) scalarf: f32,
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@location(4) scalari: i32,
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@location(5) scalaru: u32,
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}
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@fragment
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fn main_vec2scalar() -> FragmentOutputVec2Scalar {
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var output: FragmentOutputVec2Scalar;
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output.vec2f = vec2<f32>(0.0);
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output.vec2i = vec2<i32>(0);
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output.vec2u = vec2<u32>(0u);
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output.scalarf = 0.0;
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output.scalari = 0;
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output.scalaru = 0u;
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return output;
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}
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