| // Copyright 2020 The Tint Authors. |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| // Vertex shader |
| struct Uniforms { |
| modelViewProjectionMatrix : mat4x4<f32>, |
| }; |
| |
| @binding(0) @group(0) var<uniform> uniforms : Uniforms; |
| |
| struct VertexInput { |
| @location(0) cur_position : vec4<f32>, |
| @location(1) color : vec4<f32>, |
| }; |
| |
| struct VertexOutput { |
| @location(0) vtxFragColor : vec4<f32>, |
| @builtin(position) Position : vec4<f32>, |
| }; |
| |
| @vertex |
| fn vtx_main(input : VertexInput) -> VertexOutput { |
| var output : VertexOutput; |
| output.Position = uniforms.modelViewProjectionMatrix * input.cur_position; |
| output.vtxFragColor = input.color; |
| return output; |
| } |
| |
| // Fragment shader |
| |
| @fragment |
| fn frag_main(@location(0) fragColor : vec4<f32>) |
| -> @location(0) vec4<f32> { |
| return fragColor; |
| } |