examples/gkurve: calculate barycentric vertex coordinates in shader
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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2 changed files with 10 additions and 8 deletions
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@ -12,14 +12,18 @@ struct VertexOut {
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@stage(vertex) fn main(
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@builtin(instance_index) instanceIdx: u32,
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@builtin(vertex_index) vertex_index: 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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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.frag_bary = vec3<f32>(
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f32(vertex_index % 3u == 1u),
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f32(vertex_index % 3u == 2u),
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f32(vertex_index % 3u == 0u),
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);
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output.instance_index = instanceIdx;
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return output;
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}
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