| // 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 |
| let pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>( |
| vec2<f32>(0.0, 0.5), |
| vec2<f32>(-0.5, -0.5), |
| vec2<f32>(0.5, -0.5)); |
| |
| [[stage(vertex)]] |
| fn vtx_main([[builtin(vertex_index)]] VertexIndex : u32) |
| -> [[builtin(position)]] vec4<f32> { |
| return vec4<f32>(pos[VertexIndex], 0.0, 1.0); |
| } |
| |
| // Fragment shader |
| [[stage(fragment)]] |
| fn frag_main() -> [[location(0)]] vec4<f32> { |
| return vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| } |