wgpu/tests/in/quad.wgsl
2021-03-15 01:31:57 -04:00

32 lines
865 B
WebGPU Shading Language

// vertex
const c_scale: f32 = 1.2;
struct VertexOutput {
[[location(0)]] uv : vec2<f32>;
[[builtin(position)]] position : vec4<f32>;
};
[[stage(vertex)]]
fn main([[location(0)]] pos : vec2<f32>, [[location(1)]] uv : vec2<f32>) -> VertexOutput {
var out: VertexOutput;
out.uv = uv;
out.position = vec4<f32>(c_scale * pos, 0.0, 1.0);
return out;
}
// fragment
[[group(0), binding(0)]] var u_texture : texture_2d<f32>;
[[group(0), binding(1)]] var u_sampler : sampler;
[[stage(fragment)]]
fn main([[location(0)]] uv : vec2<f32>) -> [[location(0)]] vec4<f32> {
const color = textureSample(u_texture, u_sampler, uv);
if (color.a == 0.0) {
discard;
}
// forcing the expression here to be emitted in order to check the
// uniformity of the control flow a bit more strongly.
const premultiplied = color.a * color;
return premultiplied;
}