| # 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> = array<vec2<f32>, 3>( |
| vec2<f32>(0.0, 0.5), |
| vec2<f32>(-0.5, -0.5), |
| vec2<f32>(0.5, -0.5)); |
| |
| [[builtin(position)]] var<out> Position : vec4<f32>; |
| [[builtin(vertex_idx)]] var<in> VertexIndex : i32; |
| |
| [[stage(vertex)]] |
| fn vtx_main() -> void { |
| Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0); |
| } |
| |
| # Fragment shader |
| [[location(0)]] var<out> outColor : vec4<f32>; |
| |
| [[stage(fragment)]] |
| fn frag_main() -> void { |
| outColor = vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| } |