wgpu/wgpu-hal/examples/halmark/shader.wgsl
2021-06-10 11:29:35 -04:00

44 lines
1.1 KiB
WebGPU Shading Language

[[block]]
struct Globals {
mvp: mat4x4<f32>;
size: vec2<f32>;
};
[[block]]
struct Locals {
position: vec2<f32>;
velocity: vec2<f32>;
color: u32;
};
[[group(0), binding(0)]]
var<uniform> globals: Globals;
[[group(1), binding(0)]]
var<uniform> locals: Locals;
struct VertexOutput {
[[builtin(position)]] position: vec4<f32>;
[[location(0)]] tex_coords: vec2<f32>;
[[location(1)]] color: vec4<f32>;
};
[[stage(vertex)]]
fn vs_main([[builtin(vertex_index)]] vi: u32) -> VertexOutput {
let tc = vec2<f32>(f32(vi & 1u), 0.5 * f32(vi & 2u));
let offset = vec2<f32>(tc.x * globals.size.x, tc.y * globals.size.y);
let pos = globals.mvp * vec4<f32>(locals.position + offset, 0.0, 1.0);
let color = vec4<f32>((vec4<u32>(locals.color) >> vec4<u32>(0u, 8u, 16u, 24u)) & vec4<u32>(255u)) / 255.0;
return VertexOutput(pos, tc, color);
}
[[group(0), binding(1)]]
var texture: texture_2d<f32>;
[[group(0), binding(2)]]
var sampler: sampler;
[[stage(fragment)]]
fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
return in.color * textureSampleLevel(texture, sampler, in.tex_coords, 0.0);
}