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-rw-r--r--wgpu/src/shader/quad/gradient.wgsl24
-rw-r--r--wgpu/src/shader/quad/solid.wgsl16
2 files changed, 20 insertions, 20 deletions
diff --git a/wgpu/src/shader/quad/gradient.wgsl b/wgpu/src/shader/quad/gradient.wgsl
index 0754e97f..4ad2fea8 100644
--- a/wgpu/src/shader/quad/gradient.wgsl
+++ b/wgpu/src/shader/quad/gradient.wgsl
@@ -1,15 +1,15 @@
struct GradientVertexInput {
- @location(0) v_pos: vec2<f32>,
- @location(1) @interpolate(flat) colors_1: vec4<u32>,
- @location(2) @interpolate(flat) colors_2: vec4<u32>,
- @location(3) @interpolate(flat) colors_3: vec4<u32>,
- @location(4) @interpolate(flat) colors_4: vec4<u32>,
- @location(5) @interpolate(flat) offsets: vec4<u32>,
- @location(6) direction: vec4<f32>,
- @location(7) position_and_scale: vec4<f32>,
- @location(8) border_color: vec4<f32>,
- @location(9) border_radius: vec4<f32>,
- @location(10) border_width: f32,
+ @builtin(vertex_index) vertex_index: u32,
+ @location(0) @interpolate(flat) colors_1: vec4<u32>,
+ @location(1) @interpolate(flat) colors_2: vec4<u32>,
+ @location(2) @interpolate(flat) colors_3: vec4<u32>,
+ @location(3) @interpolate(flat) colors_4: vec4<u32>,
+ @location(4) @interpolate(flat) offsets: vec4<u32>,
+ @location(5) direction: vec4<f32>,
+ @location(6) position_and_scale: vec4<f32>,
+ @location(7) border_color: vec4<f32>,
+ @location(8) border_radius: vec4<f32>,
+ @location(9) border_width: f32,
}
struct GradientVertexOutput {
@@ -48,7 +48,7 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
);
- out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
+ out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
out.colors_1 = input.colors_1;
out.colors_2 = input.colors_2;
out.colors_3 = input.colors_3;
diff --git a/wgpu/src/shader/quad/solid.wgsl b/wgpu/src/shader/quad/solid.wgsl
index ebd6d877..f84dd7ab 100644
--- a/wgpu/src/shader/quad/solid.wgsl
+++ b/wgpu/src/shader/quad/solid.wgsl
@@ -1,11 +1,11 @@
struct SolidVertexInput {
- @location(0) v_pos: vec2<f32>,
- @location(1) color: vec4<f32>,
- @location(2) pos: vec2<f32>,
- @location(3) scale: vec2<f32>,
- @location(4) border_color: vec4<f32>,
- @location(5) border_radius: vec4<f32>,
- @location(6) border_width: f32,
+ @builtin(vertex_index) vertex_index: u32,
+ @location(0) color: vec4<f32>,
+ @location(1) pos: vec2<f32>,
+ @location(2) scale: vec2<f32>,
+ @location(3) border_color: vec4<f32>,
+ @location(4) border_radius: vec4<f32>,
+ @location(5) border_width: f32,
}
struct SolidVertexOutput {
@@ -40,7 +40,7 @@ fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
);
- out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
+ out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
out.color = input.color;
out.border_color = input.border_color;
out.pos = pos;