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-rw-r--r--wgpu/src/shader/quad.wgsl8
-rw-r--r--wgpu/src/shader/quad/gradient.wgsl4
-rw-r--r--wgpu/src/shader/quad/solid.wgsl4
3 files changed, 12 insertions, 4 deletions
diff --git a/wgpu/src/shader/quad.wgsl b/wgpu/src/shader/quad.wgsl
index f919cfe2..555e81bb 100644
--- a/wgpu/src/shader/quad.wgsl
+++ b/wgpu/src/shader/quad.wgsl
@@ -37,3 +37,11 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
rx = select(rx, ry, position.y > center.y);
return rx;
}
+
+// Compute the normalized quad coordinates based on the vertex index.
+fn vertex_position(vertex_index: u32) -> vec2<f32> {
+ // #: 0 1 2 3 4 5
+ // x: 1 1 0 0 0 1
+ // y: 1 0 0 0 1 1
+ return vec2<f32>((vec2(1u, 2u) + vertex_index) % 6u < 3u);
+}
diff --git a/wgpu/src/shader/quad/gradient.wgsl b/wgpu/src/shader/quad/gradient.wgsl
index 0754e97f..36cae61c 100644
--- a/wgpu/src/shader/quad/gradient.wgsl
+++ b/wgpu/src/shader/quad/gradient.wgsl
@@ -1,5 +1,5 @@
struct GradientVertexInput {
- @location(0) v_pos: vec2<f32>,
+ @builtin(vertex_index) vertex_index: u32,
@location(1) @interpolate(flat) colors_1: vec4<u32>,
@location(2) @interpolate(flat) colors_2: vec4<u32>,
@location(3) @interpolate(flat) colors_3: vec4<u32>,
@@ -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..5fc5b13a 100644
--- a/wgpu/src/shader/quad/solid.wgsl
+++ b/wgpu/src/shader/quad/solid.wgsl
@@ -1,5 +1,5 @@
struct SolidVertexInput {
- @location(0) v_pos: vec2<f32>,
+ @builtin(vertex_index) vertex_index: u32,
@location(1) color: vec4<f32>,
@location(2) pos: vec2<f32>,
@location(3) scale: vec2<f32>,
@@ -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;