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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
struct Uniforms {
modelViewProjectionMatrix : mat4x4<f32>;
};
@binding(0) @group(0) var<uniform> uniforms : Uniforms;
struct VertexInput {
@location(0) cur_position : vec4<f32>;
@location(1) color : vec4<f32>;
};
struct VertexOutput {
@location(0) vtxFragColor : vec4<f32>;
@builtin(position) Position : vec4<f32>;
};
@stage(vertex)
fn vtx_main(input : VertexInput) -> VertexOutput {
var output : VertexOutput;
output.Position = uniforms.modelViewProjectionMatrix * input.cur_position;
output.vtxFragColor = input.color;
return output;
}
// Fragment shader
@stage(fragment)
fn frag_main(@location(0) fragColor : vec4<f32>)
-> @location(0) vec4<f32> {
return fragColor;
}