ruffle/render/wgpu/shaders/color.wgsl

37 lines
1.1 KiB
WebGPU Shading Language

/// Shader used for drawing solid color fills.
#import common
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) color: vec4<f32>,
};
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
};
#if use_push_constants == true
var<push_constant> pc: common::PushConstants;
#else
@group(1) @binding(0) var<uniform> transforms: common::Transforms;
@group(2) @binding(0) var<uniform> colorTransforms: common::ColorTransforms;
#endif
@vertex
fn main_vertex(in: VertexInput) -> VertexOutput {
#if use_push_constants == true
var transforms = pc.transforms;
var colorTransforms = pc.colorTransforms;
#endif
let pos = common::globals.view_matrix * transforms.world_matrix * vec4<f32>(in.position.x, in.position.y, 0.0, 1.0);
let color = saturate(in.color * colorTransforms.mult_color + colorTransforms.add_color);
return VertexOutput(pos, vec4<f32>(color.rgb * color.a, color.a));
}
@fragment
fn main_fragment(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color;
}