| # 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. |
| |
| entry_point vertex = vtx_main; |
| entry_point fragment = frag_main; |
| |
| # Vertex shader |
| type Uniforms = [[block]] struct { |
| [[offset(0)]] modelViewProjectionMatrix : mat4x4<f32>; |
| }; |
| |
| [[binding(0), set(0)]] var<uniform> uniforms : 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>; |
| |
| fn vtx_main() -> void { |
| Position = uniforms.modelViewProjectionMatrix * cur_position; |
| vtxFragColor = color; |
| return; |
| } |
| |
| # Fragment shader |
| [[location(0)]] var<in> fragColor : vec4<f32>; |
| [[location(0)]] var<out> outColor : vec4<f32>; |
| |
| fn frag_main() -> void { |
| outColor = fragColor; |
| return; |
| } |