ruffle/render/wgpu/shaders/buffer_bug_detection.wgsl

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WebGPU Shading Language
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@group(0) @binding(0) var<uniform> color: vec4<f32>;
struct VertexOutput {
@location(0) color: vec4<f32>,
@builtin(position) position: vec4<f32>,
};
@vertex
fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> VertexOutput {
let x = f32(i32(in_vertex_index / 2u) * 2 - 1);
let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
return VertexOutput(color, vec4<f32>(x, y, 0.0, 1.0));
}
@fragment
fn fs_main(vertex: VertexOutput) -> @location(0) vec4<f32> {
return vertex.color;
}