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struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>
}
const QUAD_VERTICES = array<vec2<f32>,4>(
vec2<f32>(0.0, 0.0),
vec2<f32>(2.0, 0.0),
vec2<f32>(0.0, 2.0),
vec2<f32>(2.0, 2.0),
);
const QUAD_UVS = array<vec2<f32>,4>(
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(0.0, 0.0),
vec2<f32>(1.0, 0.0),
);
@group(0) @binding(0)
var canvas_texture: texture_2d<f32>;
@group(0) @binding(1)
var canvas_sampler: sampler;
@group(1) @binding(0)
var<uniform> rect: vec4<f32>;
@vertex
fn vs_main(
@builtin(vertex_index) index: u32,
) -> VertexOutput {
var out: VertexOutput;
let model = QUAD_VERTICES[index];
out.uv = QUAD_UVS[index];
out.clip_position = vec4<f32>(
-1.0 + (model.x * rect.z),
-1.0 + (model.y * rect.w),
0.0,
1.0);
return out;
}
@fragment
fn fs_main(in: VertexOutput)
-> @location(0) vec4<f32>
{
return textureSample(canvas_texture, canvas_sampler, in.uv);
}
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