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@group(0) @binding(0) var frame_texture: texture_2d<f32>;
@group(0) @binding(1) var frame_sampler: sampler;
struct VertexInput {
@location(0) v_pos: vec2<f32>,
@location(1) texel_coord: vec2<f32>,
}
struct VertexOutput {
@builtin(position) clip_pos: vec4<f32>,
@location(0) uv: vec2<f32>,
}
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var output: VertexOutput;
output.clip_pos = vec4<f32>(input.v_pos, 0.0, 1.0);
output.uv = input.texel_coord;
return output;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(frame_texture, frame_sampler, input.uv);
}
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