mach/examples/gkurve/vert.wgsl
Stephen Gutekanst af608151e9 examples/gkurve: simplify fragment shader, use barycentric coordinates
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2022-05-14 13:23:45 -07:00

25 lines
735 B
WebGPU Shading Language

struct VertexUniform {
matrix: mat4x4<f32>,
}
@binding(0) @group(0) var<uniform> ubos : array<VertexUniform, 3>;
struct VertexOut {
@builtin(position) position_clip : vec4<f32>,
@location(0) frag_uv : vec2<f32>,
@location(1) frag_bary: vec3<f32>,
@interpolate(flat) @location(2) instance_index: u32,
}
@stage(vertex) fn main(
@builtin(instance_index) instanceIdx : u32,
@location(0) position: vec4<f32>,
@location(1) uv: vec2<f32>,
@location(2) bary: vec3<f32>,
) -> VertexOut {
var output : VertexOut;
output.position_clip = ubos[instanceIdx].matrix * position;
output.frag_uv = uv;
output.frag_bary = bary;
output.instance_index = instanceIdx;
return output;
}