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author | 2020-02-15 10:08:27 +0100 | |
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committer | 2020-02-15 10:08:27 +0100 | |
commit | dadae122533ae0916bebd04d6efab3de145263d4 (patch) | |
tree | d0fda3d65fe0e842e97547ba4b18c398ce45ab25 /wgpu/src/shader/blit.frag | |
parent | 4969bfdb66cf2b33033cb642423bc326e288e15b (diff) | |
download | iced-dadae122533ae0916bebd04d6efab3de145263d4.tar.gz iced-dadae122533ae0916bebd04d6efab3de145263d4.tar.bz2 iced-dadae122533ae0916bebd04d6efab3de145263d4.zip |
Implement MSAA for `triangle` pipeline in `iced_wgpu`
Diffstat (limited to 'wgpu/src/shader/blit.frag')
-rw-r--r-- | wgpu/src/shader/blit.frag | 12 |
1 files changed, 12 insertions, 0 deletions
diff --git a/wgpu/src/shader/blit.frag b/wgpu/src/shader/blit.frag new file mode 100644 index 00000000..dfed960f --- /dev/null +++ b/wgpu/src/shader/blit.frag @@ -0,0 +1,12 @@ +#version 450 + +layout(location = 0) in vec2 v_Uv; + +layout(set = 0, binding = 0) uniform sampler u_Sampler; +layout(set = 1, binding = 0) uniform texture2D u_Texture; + +layout(location = 0) out vec4 o_Color; + +void main() { + o_Color = texture(sampler2D(u_Texture, u_Sampler), v_Uv); +} |