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-rw-r--r--wgpu/src/shader/gradient.wgsl (renamed from wgpu/src/shader/triangle_gradient.wgsl)6
-rw-r--r--wgpu/src/shader/solid.wgsl17
-rw-r--r--wgpu/src/shader/triangle_solid.wgsl17
3 files changed, 20 insertions, 20 deletions
diff --git a/wgpu/src/shader/triangle_gradient.wgsl b/wgpu/src/shader/gradient.wgsl
index 03ba9d88..63825aec 100644
--- a/wgpu/src/shader/triangle_gradient.wgsl
+++ b/wgpu/src/shader/gradient.wgsl
@@ -1,4 +1,4 @@
-struct GradientUniforms {
+struct Uniforms {
transform: mat4x4<f32>,
//xy = start, wz = end
position: vec4<f32>,
@@ -12,7 +12,7 @@ struct Stop {
};
@group(0) @binding(0)
-var<uniform> uniforms: GradientUniforms;
+var<uniform> uniforms: Uniforms;
@group(0) @binding(1)
var<storage, read> color_stops: array<Stop>;
@@ -33,7 +33,7 @@ fn vs_main(@location(0) input: vec2<f32>) -> VertexOutput {
//TODO: rewrite without branching
@fragment
-fn fs_gradient(input: VertexOutput) -> @location(0) vec4<f32> {
+fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
let start = uniforms.position.xy;
let end = uniforms.position.zw;
let start_stop = uniforms.stop_range.x;
diff --git a/wgpu/src/shader/solid.wgsl b/wgpu/src/shader/solid.wgsl
new file mode 100644
index 00000000..68a8fea3
--- /dev/null
+++ b/wgpu/src/shader/solid.wgsl
@@ -0,0 +1,17 @@
+struct Uniforms {
+ transform: mat4x4<f32>,
+ color: vec4<f32>
+}
+
+@group(0) @binding(0)
+var<uniform> uniforms: Uniforms;
+
+@vertex
+fn vs_main(@location(0) input: vec2<f32>) -> @builtin(position) vec4<f32> {
+ return uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
+}
+
+@fragment
+fn fs_main() -> @location(0) vec4<f32> {
+ return uniforms.color;
+}
diff --git a/wgpu/src/shader/triangle_solid.wgsl b/wgpu/src/shader/triangle_solid.wgsl
deleted file mode 100644
index 9eb2df24..00000000
--- a/wgpu/src/shader/triangle_solid.wgsl
+++ /dev/null
@@ -1,17 +0,0 @@
-struct SolidUniforms {
- transform: mat4x4<f32>,
- color: vec4<f32>
-}
-
-@group(0) @binding(0)
-var<uniform> solid_uniforms: SolidUniforms;
-
-@vertex
-fn vs_main(@location(0) input: vec2<f32>) -> @builtin(position) vec4<f32> {
- return solid_uniforms.transform * vec4<f32>(input.xy, 0.0, 1.0);
-}
-
-@fragment
-fn fs_solid() -> @location(0) vec4<f32> {
- return solid_uniforms.color;
-}