Files
matrix/shaders/wgsl/endPass.wgsl

20 lines
627 B
WebGPU Shading Language

[[group(0), binding(0)]] var nearestSampler : sampler;
[[group(0), binding(1)]] var tex : texture_2d<f32>;
struct VertOutput {
[[builtin(position)]] Position : vec4<f32>;
[[location(0)]] uv : vec2<f32>;
};
[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] index : u32) -> VertOutput {
var uv = vec2<f32>(f32(index % 2u), f32((index + 1u) % 6u / 3u));
var position = vec4<f32>(uv * 2.0 - 1.0, 1.0, 1.0);
return VertOutput(position, uv);
}
[[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
var uv = input.uv;
uv.y = 1.0 - uv.y;
return textureSample( tex, nearestSampler, uv );
}