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39 lines
1.0 KiB
WebGPU Shading Language
39 lines
1.0 KiB
WebGPU Shading Language
// vertex
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let c_scale: f32 = 1.2;
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struct VertexOutput {
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[[location(0)]] uv : vec2<f32>;
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[[builtin(position)]] position : vec4<f32>;
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};
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[[stage(vertex)]]
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fn main(
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[[location(0)]] pos : vec2<f32>,
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[[location(1)]] uv : vec2<f32>,
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) -> VertexOutput {
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return VertexOutput(uv, vec4<f32>(c_scale * pos, 0.0, 1.0));
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}
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// fragment
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[[group(0), binding(0)]] var u_texture : texture_2d<f32>;
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[[group(0), binding(1)]] var u_sampler : sampler;
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[[stage(fragment)]]
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fn main([[location(0)]] uv : vec2<f32>) -> [[location(0)]] vec4<f32> {
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let color = textureSample(u_texture, u_sampler, uv);
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if (color.a == 0.0) {
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discard;
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}
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// forcing the expression here to be emitted in order to check the
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// uniformity of the control flow a bit more strongly.
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let premultiplied = color.a * color;
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return premultiplied;
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}
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// We need to make sure that backends are successfully handling multiple entry points for the same shader stage.
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[[stage(fragment)]]
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fn fs_extra() -> [[location(0)]] vec4<f32> {
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return vec4<f32>(0.0, 0.5, 0.0, 0.5);
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}
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