mach/examples/gkurve/vert.wgsl
Stephen Gutekanst eae2a090c6 examples/gkurve: border rendering, non-linear field
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2022-05-20 12:26:43 -07:00

28 lines
817 B
WebGPU Shading Language

struct VertexUniform {
matrix: mat4x4<f32>,
}
@binding(0) @group(0) var<uniform> ubo: VertexUniform;
struct VertexOut {
@builtin(position) position_clip: vec4<f32>,
@location(0) frag_uv: vec2<f32>,
@interpolate(linear) @location(1) frag_bary: vec3<f32>,
@interpolate(flat) @location(2) triangle_index: u32,
}
@stage(vertex) fn main(
@builtin(vertex_index) vertex_index: u32,
@location(0) position: vec4<f32>,
@location(1) uv: vec2<f32>,
) -> VertexOut {
var output : VertexOut;
output.position_clip = ubo.matrix * position;
output.frag_uv = uv;
output.frag_bary = vec3<f32>(
f32(((vertex_index+2u) % 3u * 2u) % 3u),
f32(((vertex_index+2u) % 3u * 2u) & 2u) * 2.0,
0.0,
);
output.triangle_index = vertex_index / 3u;
return output;
}