blob: 69d22818db1b25ef24176e46254aa2bd6a9bfa8a [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.
// 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);
}