diff options
Diffstat (limited to 'wgpu/src/shader')
-rw-r--r-- | wgpu/src/shader/gradient.wgsl (renamed from wgpu/src/shader/triangle_gradient.wgsl) | 6 | ||||
-rw-r--r-- | wgpu/src/shader/solid.wgsl | 17 | ||||
-rw-r--r-- | wgpu/src/shader/triangle_solid.wgsl | 17 |
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; -} |