blob: ff56db5ed6df51a61e7ac11267570c46d8b0cebc [file] [log] [blame]
# 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 as "main" = vtx_main;
entry_point fragment as "main" = frag_main;
# Vertex shader
type Uniforms = 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> fragColor : vec4<f32>;
[[builtin position]] var<out> Position : vec4<f32>;
fn vtx_main() -> void {
Position = uniforms.modelViewProjectionMatrix * cur_position;
fragColor = 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;
}