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authorLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2020-02-15 10:08:27 +0100
committerLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2020-02-15 10:08:27 +0100
commitdadae122533ae0916bebd04d6efab3de145263d4 (patch)
treed0fda3d65fe0e842e97547ba4b18c398ce45ab25 /wgpu/src/shader/blit.vert
parent4969bfdb66cf2b33033cb642423bc326e288e15b (diff)
downloadiced-dadae122533ae0916bebd04d6efab3de145263d4.tar.gz
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Implement MSAA for `triangle` pipeline in `iced_wgpu`
Diffstat (limited to 'wgpu/src/shader/blit.vert')
-rw-r--r--wgpu/src/shader/blit.vert26
1 files changed, 26 insertions, 0 deletions
diff --git a/wgpu/src/shader/blit.vert b/wgpu/src/shader/blit.vert
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+++ b/wgpu/src/shader/blit.vert
@@ -0,0 +1,26 @@
+#version 450
+
+layout(location = 0) out vec2 o_Uv;
+
+const vec2 positions[6] = vec2[6](
+ vec2(-1.0, -1.0),
+ vec2(-1.0, 1.0),
+ vec2(1.0, 1.0),
+ vec2(-1.0, -1.0),
+ vec2(1.0, -1.0),
+ vec2(1.0, 1.0)
+);
+
+const vec2 uvs[6] = vec2[6](
+ vec2(0.0, 0.0),
+ vec2(0.0, 1.0),
+ vec2(1.0, 1.0),
+ vec2(0.0, 0.0),
+ vec2(1.0, 0.0),
+ vec2(1.0, 1.0)
+);
+
+void main() {
+ o_Uv = uvs[gl_VertexIndex];
+ gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
+}