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author | 2021-05-24 20:26:56 +0700 | |
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committer | 2021-05-24 20:26:56 +0700 | |
commit | df971ac99beedb41537763f95f7b14d8bf7475a8 (patch) | |
tree | 70bf9d7aac84ae05f841b51dca6eb66c1769de93 /wgpu/src/shader/image.wgsl | |
parent | 3918257883dba3cf260bd9764cb7b34101c435e6 (diff) | |
parent | 4cbc34524598756ce18cb25a664bc6f256d42851 (diff) | |
download | iced-df971ac99beedb41537763f95f7b14d8bf7475a8.tar.gz iced-df971ac99beedb41537763f95f7b14d8bf7475a8.tar.bz2 iced-df971ac99beedb41537763f95f7b14d8bf7475a8.zip |
Merge pull request #830 from Dispersia/upgrade-wgpu
Upgrade wgpu
Diffstat (limited to '')
-rw-r--r-- | wgpu/src/shader/image.wgsl | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/wgpu/src/shader/image.wgsl b/wgpu/src/shader/image.wgsl new file mode 100644 index 00000000..a63ee8f6 --- /dev/null +++ b/wgpu/src/shader/image.wgsl @@ -0,0 +1,47 @@ +[[block]] +struct Globals { + transform: mat4x4<f32>; +}; + +[[group(0), binding(0)]] var<uniform> globals: Globals; +[[group(0), binding(1)]] var u_sampler: sampler; +[[group(1), binding(0)]] var u_texture: texture_2d_array<f32>; + +struct VertexInput { + [[location(0)]] v_pos: vec2<f32>; + [[location(1)]] pos: vec2<f32>; + [[location(2)]] scale: vec2<f32>; + [[location(3)]] atlas_pos: vec2<f32>; + [[location(4)]] atlas_scale: vec2<f32>; + [[location(5)]] layer: i32; +}; + +struct VertexOutput { + [[builtin(position)]] position: vec4<f32>; + [[location(0)]] uv: vec2<f32>; + [[location(1)]] layer: f32; // this should be an i32, but naga currently reads that as requiring interpolation. +}; + +[[stage(vertex)]] +fn vs_main(input: VertexInput) -> VertexOutput { + var out: VertexOutput; + + out.uv = vec2<f32>(input.v_pos * input.atlas_scale + input.atlas_pos); + out.layer = f32(input.layer); + + var transform: mat4x4<f32> = mat4x4<f32>( + vec4<f32>(input.scale.x, 0.0, 0.0, 0.0), + vec4<f32>(0.0, input.scale.y, 0.0, 0.0), + vec4<f32>(0.0, 0.0, 1.0, 0.0), + vec4<f32>(input.pos, 0.0, 1.0) + ); + + out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0); + + return out; +} + +[[stage(fragment)]] +fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> { + return textureSample(u_texture, u_sampler, input.uv, i32(input.layer)); +} |