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32
shaders/triangle-list-texture-solid.wgsl
Normal file
32
shaders/triangle-list-texture-solid.wgsl
Normal file
@@ -0,0 +1,32 @@
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@group(0) @binding(0)
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var<uniform> viewProjectionMatrix : mat4x4<f32>;
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@group(0) @binding(1)
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var myTexture : texture_2d<f32>;
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@group(0) @binding(2)
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var mySampler : sampler;
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struct VertexOutput {
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@builtin(position) position : vec4<f32>,
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@location(0) uv : vec2<f32>,
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};
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@vertex
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fn vertexEntryPoint(
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@location(0) position : vec3<f32>,
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@location(1) uv : vec2<f32>
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) -> VertexOutput {
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var output : VertexOutput;
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output.position = viewProjectionMatrix * vec4<f32>(position, 1.0);
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output.uv = uv;
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return output;
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}
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@fragment
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fn fragmentEntryPoint(
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@location(0) uv : vec2<f32>
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) -> @location(0) vec4<f32> {
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let color = textureSample(myTexture, mySampler, uv);
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return vec4<f32>(color.rgb, 1.0);
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}
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