| struct Uniforms { |
| u_scale : vec2<f32>, |
| u_offset : vec2<f32>, |
| } |
| |
| @binding(0) @group(0) var<uniform> uniforms : Uniforms; |
| |
| struct VertexOutputs { |
| @location(0) |
| texcoords : vec2<f32>, |
| @builtin(position) |
| position : vec4<f32>, |
| } |
| |
| @vertex |
| fn vs_main(@builtin(vertex_index) VertexIndex : u32) -> VertexOutputs { |
| var texcoord = array<vec2<f32>, 3>(vec2<f32>(-(0.5), 0.0), vec2<f32>(1.5, 0.0), vec2<f32>(0.5, 2.0)); |
| var output : VertexOutputs; |
| output.position = vec4<f32>(((texcoord[VertexIndex] * 2.0) - vec2<f32>(1.0, 1.0)), 0.0, 1.0); |
| var flipY = (uniforms.u_scale.y < 0.0); |
| if (flipY) { |
| output.texcoords = ((((texcoord[VertexIndex] * uniforms.u_scale) + uniforms.u_offset) * vec2<f32>(1.0, -(1.0))) + vec2<f32>(0.0, 1.0)); |
| } else { |
| output.texcoords = ((((texcoord[VertexIndex] * vec2<f32>(1.0, -(1.0))) + vec2<f32>(0.0, 1.0)) * uniforms.u_scale) + uniforms.u_offset); |
| } |
| return output; |
| } |
| |
| @binding(1) @group(0) var mySampler : sampler; |
| |
| @binding(2) @group(0) var myTexture : texture_2d<f32>; |
| |
| @fragment |
| fn fs_main(@location(0) texcoord : vec2<f32>) -> @location(0) vec4<f32> { |
| var clampedTexcoord = clamp(texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0)); |
| if (!(all((clampedTexcoord == texcoord)))) { |
| discard; |
| } |
| var srcColor = vec4<f32>(0); |
| return srcColor; |
| } |