| // 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 |
| [[block]] struct Uniforms { |
| [[offset(0)]] modelViewProjectionMatrix : mat4x4<f32>; |
| }; |
| |
| [[binding(0), group(0)]] var<uniform> uniforms : [[access(read)]] Uniforms; |
| |
| [[location(0)]] var<in> cur_position : vec4<f32>; |
| [[location(1)]] var<in> color : vec4<f32>; |
| [[location(0)]] var<out> vtxFragColor : vec4<f32>; |
| [[builtin(position)]] var<out> Position : vec4<f32>; |
| |
| [[stage(vertex)]] |
| fn vtx_main() -> void { |
| Position = uniforms.modelViewProjectionMatrix * cur_position; |
| vtxFragColor = color; |
| } |
| |
| // Fragment shader |
| [[location(0)]] var<in> fragColor : vec4<f32>; |
| [[location(0)]] var<out> outColor : vec4<f32>; |
| |
| [[stage(fragment)]] |
| fn frag_main() -> void { |
| outColor = fragColor; |
| } |