This move also fixed display issues on Vulkan since the matrix's data alignement was not properly handled
38 lines
778 B
WebGPU Shading Language
38 lines
778 B
WebGPU Shading Language
// Vertex shader
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struct VertexInput {
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@location(0) position: vec2<f32>,
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@location(1) tex_coords: vec2<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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}
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@group(0)@binding(0)
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var<uniform> model_matrix: mat3x3<f32>;
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@vertex
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fn vs_main(model: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.clip_position
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= vec4<f32>(model_matrix * vec3<f32>(model.position, 1.0), 1.0);
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return out;
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}
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// Fragment shader
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@group(1)@binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(1)@binding(1)
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var s_diffuse: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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}
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