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-rw-r--r--wgpu/src/shader/blit.wgsl16
-rw-r--r--wgpu/src/shader/image.wgsl30
-rw-r--r--wgpu/src/shader/quad.wgsl44
-rw-r--r--wgpu/src/shader/triangle.wgsl18
4 files changed, 54 insertions, 54 deletions
diff --git a/wgpu/src/shader/blit.wgsl b/wgpu/src/shader/blit.wgsl
index f8f6e2d4..5ff86f0a 100644
--- a/wgpu/src/shader/blit.wgsl
+++ b/wgpu/src/shader/blit.wgsl
@@ -16,19 +16,19 @@ var<private> uvs: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(1.0, 1.0)
);
-[[group(0), binding(0)]] var u_sampler: sampler;
-[[group(1), binding(0)]] var u_texture: texture_2d<f32>;
+@group(0) @binding(0) var u_sampler: sampler;
+@group(1) @binding(0) var u_texture: texture_2d<f32>;
struct VertexInput {
- [[builtin(vertex_index)]] vertex_index: u32;
+ @builtin(vertex_index) vertex_index: u32,
};
struct VertexOutput {
- [[builtin(position)]] position: vec4<f32>;
- [[location(0)]] uv: vec2<f32>;
+ @builtin(position) position: vec4<f32>,
+ @location(0) uv: vec2<f32>,
};
-[[stage(vertex)]]
+@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.uv = uvs[input.vertex_index];
@@ -37,7 +37,7 @@ 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);
}
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));
}
diff --git a/wgpu/src/shader/quad.wgsl b/wgpu/src/shader/quad.wgsl
index 73f5d597..2e31cde3 100644
--- a/wgpu/src/shader/quad.wgsl
+++ b/wgpu/src/shader/quad.wgsl
@@ -1,31 +1,31 @@
struct Globals {
- transform: mat4x4<f32>;
- scale: f32;
+ transform: mat4x4<f32>,
+ scale: f32,
};
-[[group(0), binding(0)]] var<uniform> globals: Globals;
+@group(0) @binding(0) var<uniform> globals: Globals;
struct VertexInput {
- [[location(0)]] v_pos: vec2<f32>;
- [[location(1)]] pos: vec2<f32>;
- [[location(2)]] scale: vec2<f32>;
- [[location(3)]] color: vec4<f32>;
- [[location(4)]] border_color: vec4<f32>;
- [[location(5)]] border_radius: f32;
- [[location(6)]] border_width: f32;
+ @location(0) v_pos: vec2<f32>,
+ @location(1) pos: vec2<f32>,
+ @location(2) scale: vec2<f32>,
+ @location(3) color: vec4<f32>,
+ @location(4) border_color: vec4<f32>,
+ @location(5) border_radius: f32,
+ @location(6) border_width: f32,
};
struct VertexOutput {
- [[builtin(position)]] position: vec4<f32>;
- [[location(0)]] color: vec4<f32>;
- [[location(1)]] border_color: vec4<f32>;
- [[location(2)]] pos: vec2<f32>;
- [[location(3)]] scale: vec2<f32>;
- [[location(4)]] border_radius: f32;
- [[location(5)]] border_width: f32;
+ @builtin(position) position: vec4<f32>,
+ @location(0) color: vec4<f32>,
+ @location(1) border_color: vec4<f32>,
+ @location(2) pos: vec2<f32>,
+ @location(3) scale: vec2<f32>,
+ @location(4) border_radius: f32,
+ @location(5) border_width: f32,
};
-[[stage(vertex)]]
+@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
@@ -77,10 +77,10 @@ fn distance_alg(
}
-[[stage(fragment)]]
+@fragment
fn fs_main(
input: VertexOutput
-) -> [[location(0)]] vec4<f32> {
+) -> @location(0) vec4<f32> {
var mixed_color: vec4<f32> = input.color;
if (input.border_width > 0.0) {
@@ -96,7 +96,7 @@ fn fs_main(
internal_border
);
- var border_mix: f32 = smoothStep(
+ var border_mix: f32 = smoothstep(
max(internal_border - 0.5, 0.0),
internal_border + 0.5,
internal_distance
@@ -112,7 +112,7 @@ fn fs_main(
input.border_radius
);
- var radius_alpha: f32 = 1.0 - smoothStep(
+ var radius_alpha: f32 = 1.0 - smoothstep(
max(input.border_radius - 0.5, 0.0),
input.border_radius + 0.5,
dist);
diff --git a/wgpu/src/shader/triangle.wgsl b/wgpu/src/shader/triangle.wgsl
index 61d9c5a4..4348cffd 100644
--- a/wgpu/src/shader/triangle.wgsl
+++ b/wgpu/src/shader/triangle.wgsl
@@ -1,20 +1,20 @@
struct Globals {
- transform: mat4x4<f32>;
+ transform: mat4x4<f32>,
};
-[[group(0), binding(0)]] var<uniform> globals: Globals;
+@group(0) @binding(0) var<uniform> globals: Globals;
struct VertexInput {
- [[location(0)]] position: vec2<f32>;
- [[location(1)]] color: vec4<f32>;
+ @location(0) position: vec2<f32>,
+ @location(1) color: vec4<f32>,
};
struct VertexOutput {
- [[builtin(position)]] position: vec4<f32>;
- [[location(0)]] color: vec4<f32>;
+ @builtin(position) position: vec4<f32>,
+ @location(0) color: vec4<f32>,
};
-[[stage(vertex)]]
+@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
@@ -24,7 +24,7 @@ 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 input.color;
}