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authorLibravatar Cupnfish <cupnfish@icloud.com>2022-07-02 15:39:42 +0800
committerLibravatar Cupnfish <cupnfish@icloud.com>2022-07-02 15:39:42 +0800
commitc148557cabf1fb9127b00b248479de2eb1d1d477 (patch)
tree1f3fe0a654effa351997e5462fae2536e118f517 /wgpu/src/shader/image.wgsl
parente6e3eff8762e9e8350f00b340348dc2261dd0053 (diff)
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update `wgpu` to `0.13`
Diffstat (limited to 'wgpu/src/shader/image.wgsl')
-rw-r--r--wgpu/src/shader/image.wgsl30
1 files changed, 15 insertions, 15 deletions
diff --git a/wgpu/src/shader/image.wgsl b/wgpu/src/shader/image.wgsl
index ff304422..bb1c6b9d 100644
--- a/wgpu/src/shader/image.wgsl
+++ b/wgpu/src/shader/image.wgsl
@@ -2,26 +2,26 @@ 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>;
+@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;
+ @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.
+ @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)]]
+@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
@@ -40,7 +40,7 @@ fn vs_main(input: VertexInput) -> VertexOutput {
return out;
}
-[[stage(fragment)]]
-fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
+@fragment
+fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(u_texture, u_sampler, input.uv, i32(input.layer));
}