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43 lines
1.3 KiB
WebGPU Shading Language
43 lines
1.3 KiB
WebGPU Shading Language
struct VertexOutput {
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[[builtin(position)]] position: vec4<f32>;
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[[location(0), interpolate(perspective)]] uv: vec3<f32>;
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};
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[[block]]
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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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[[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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[[stage(vertex)]]
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fn vs_main([[builtin(vertex_index)]] vertex_index: u32) -> VertexOutput {
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var tmp1_: i32;
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var tmp2_: i32;
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tmp1_ = (i32(vertex_index) / 2);
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tmp2_ = (i32(vertex_index) & 1);
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let _e10: i32 = tmp1_;
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let _e16: i32 = tmp2_;
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let pos: vec4<f32> = vec4<f32>(((f32(_e10) * 4.0) - 1.0), ((f32(_e16) * 4.0) - 1.0), 0.0, 1.0);
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let _e27: vec4<f32> = r_data.view[0];
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let _e31: vec4<f32> = r_data.view[1];
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let _e35: vec4<f32> = r_data.view[2];
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let inv_model_view: mat3x3<f32> = transpose(mat3x3<f32>(_e27.xyz, _e31.xyz, _e35.xyz));
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let _e40: mat4x4<f32> = r_data.proj_inv;
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let unprojected: vec4<f32> = (_e40 * pos);
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return VertexOutput(pos, (inv_model_view * unprojected.xyz));
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}
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[[stage(fragment)]]
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fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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let _e5: vec4<f32> = textureSample(r_texture, r_sampler, in.uv);
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return _e5;
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}
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