| // 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 |
| const pos = array<vec2<f32>, 3>(vec2(0.0, 0.5), |
| vec2(-0.5, -0.5), |
| vec2(0.5, -0.5)); |
| |
| @vertex |
| fn vtx_main(@builtin(vertex_index) VertexIndex : u32) |
| -> @builtin(position) vec4<f32> { |
| return vec4<f32>(pos[VertexIndex], 0.0, 1.0); |
| } |
| |
| // Fragment shader |
| @fragment |
| fn frag_main() -> @location(0) vec4<f32> { |
| return vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| } |