40 lines
1.1 KiB
WebGPU Shading Language
40 lines
1.1 KiB
WebGPU Shading Language
struct VertexUniform {
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matrix: mat4x4<f32>,
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}
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@binding(0) @group(0) var<uniform> ubo: 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(linear) @location(1) frag_bary: vec2<f32>,
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@interpolate(flat) @location(2) triangle_index: u32,
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}
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@stage(vertex) fn main(
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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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) -> VertexOut {
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var output : VertexOut;
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output.position_clip = ubo.matrix * position;
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output.frag_uv = uv;
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// Generates [0, 0], [0.5, 0.0], [1.0, 1.0]
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//
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// Equal to:
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//
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// if ((vertex_index+1u) % 3u == 0u) {
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// output.frag_bary = vec2<f32>(0.0, 0.0);
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// } else if ((vertex_index+1u) % 3u == 1u) {
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// output.frag_bary = vec2<f32>(0.5, 0.0);
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// } else {
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// output.frag_bary = vec2<f32>(1.0, 1.0);
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// }
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//
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output.frag_bary = vec2<f32>(
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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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);
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output.triangle_index = vertex_index / 3u;
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return output;
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}
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