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// 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;
}