canvas/src/shaders/texture.wgsl
Steins7 d3bc7ecc7f Moved from push constants to uniforms
This move also fixed display issues on Vulkan since the matrix's data
alignement was not properly handled
2022-08-21 20:35:02 +02:00

38 lines
778 B
WebGPU Shading Language

// Vertex shader
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) tex_coords: vec2<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
}
@group(0)@binding(0)
var<uniform> model_matrix: mat3x3<f32>;
@vertex
fn vs_main(model: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.tex_coords = model.tex_coords;
out.clip_position
= vec4<f32>(model_matrix * vec3<f32>(model.position, 1.0), 1.0);
return out;
}
// Fragment shader
@group(1)@binding(0)
var t_diffuse: texture_2d<f32>;
@group(1)@binding(1)
var s_diffuse: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(t_diffuse, s_diffuse, in.tex_coords);
}