examples/gkurve: border rendering, non-linear field
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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3 changed files with 34 additions and 15 deletions
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@ -6,7 +6,7 @@ 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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@location(1) frag_bary: vec3<f32>,
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@interpolate(linear) @location(1) frag_bary: vec3<f32>,
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@interpolate(flat) @location(2) triangle_index: u32,
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}
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@ -19,9 +19,9 @@ struct VertexOut {
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output.position_clip = ubo.matrix * position;
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output.frag_uv = uv;
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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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f32(((vertex_index+2u) % 3u * 2u) % 3u),
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f32(((vertex_index+2u) % 3u * 2u) & 2u) * 2.0,
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0.0,
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);
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output.triangle_index = vertex_index / 3u;
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return output;
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