| // Copyright 2020 The Dawn & Tint Authors | |
| // | |
| // Redistribution and use in source and binary forms, with or without | |
| // modification, are permitted provided that the following conditions are met: | |
| // | |
| // 1. Redistributions of source code must retain the above copyright notice, this | |
| // list of conditions and the following disclaimer. | |
| // | |
| // 2. Redistributions in binary form must reproduce the above copyright notice, | |
| // this list of conditions and the following disclaimer in the documentation | |
| // and/or other materials provided with the distribution. | |
| // | |
| // 3. Neither the name of the copyright holder nor the names of its | |
| // contributors may be used to endorse or promote products derived from | |
| // this software without specific prior written permission. | |
| // | |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE | |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL | |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR | |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER | |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, | |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| // 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; | |
| } |