examples/gkurve: simplify fragment shader, use barycentric coordinates
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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3 changed files with 40 additions and 136 deletions
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@ -6,17 +6,20 @@ struct VertexUniform {
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struct VertexOut {
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@builtin(position) position_clip : vec4<f32>,
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@location(0) frag_uv : vec2<f32>,
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@interpolate(flat) @location(1) instance_index: u32,
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@location(1) frag_bary: vec3<f32>,
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@interpolate(flat) @location(2) instance_index: u32,
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}
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@stage(vertex) fn main(
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@builtin(instance_index) instanceIdx : u32,
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@location(0) position: vec4<f32>,
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@location(1) uv: vec2<f32>,
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@location(2) bary: vec3<f32>,
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) -> VertexOut {
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var output : VertexOut;
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output.position_clip = ubos[instanceIdx].matrix * position;
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output.frag_uv = uv;
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output.frag_bary = bary;
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output.instance_index = instanceIdx;
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return output;
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}
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