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-rw-r--r--wgpu/src/shader/blit.frag12
-rw-r--r--wgpu/src/shader/blit.frag.spvbin0 -> 684 bytes
-rw-r--r--wgpu/src/shader/blit.vert26
-rw-r--r--wgpu/src/shader/blit.vert.spvbin0 -> 1384 bytes
-rw-r--r--wgpu/src/shader/image.vert24
5 files changed, 38 insertions, 24 deletions
diff --git a/wgpu/src/shader/blit.frag b/wgpu/src/shader/blit.frag
new file mode 100644
index 00000000..dfed960f
--- /dev/null
+++ b/wgpu/src/shader/blit.frag
@@ -0,0 +1,12 @@
+#version 450
+
+layout(location = 0) in vec2 v_Uv;
+
+layout(set = 0, binding = 0) uniform sampler u_Sampler;
+layout(set = 1, binding = 0) uniform texture2D u_Texture;
+
+layout(location = 0) out vec4 o_Color;
+
+void main() {
+ o_Color = texture(sampler2D(u_Texture, u_Sampler), v_Uv);
+}
diff --git a/wgpu/src/shader/blit.frag.spv b/wgpu/src/shader/blit.frag.spv
new file mode 100644
index 00000000..2c5638b5
--- /dev/null
+++ b/wgpu/src/shader/blit.frag.spv
Binary files differ
diff --git a/wgpu/src/shader/blit.vert b/wgpu/src/shader/blit.vert
new file mode 100644
index 00000000..1c081b9e
--- /dev/null
+++ b/wgpu/src/shader/blit.vert
@@ -0,0 +1,26 @@
+#version 450
+
+layout(location = 0) out vec2 o_Uv;
+
+const vec2 positions[6] = vec2[6](
+ vec2(-1.0, -1.0),
+ vec2(-1.0, 1.0),
+ vec2(1.0, 1.0),
+ vec2(-1.0, -1.0),
+ vec2(1.0, -1.0),
+ vec2(1.0, 1.0)
+);
+
+const vec2 uvs[6] = vec2[6](
+ vec2(0.0, 0.0),
+ vec2(0.0, 1.0),
+ vec2(1.0, 1.0),
+ vec2(0.0, 0.0),
+ vec2(1.0, 0.0),
+ vec2(1.0, 1.0)
+);
+
+void main() {
+ o_Uv = uvs[gl_VertexIndex];
+ gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
+}
diff --git a/wgpu/src/shader/blit.vert.spv b/wgpu/src/shader/blit.vert.spv
new file mode 100644
index 00000000..ad697d48
--- /dev/null
+++ b/wgpu/src/shader/blit.vert.spv
Binary files differ
diff --git a/wgpu/src/shader/image.vert b/wgpu/src/shader/image.vert
deleted file mode 100644
index 688c2311..00000000
--- a/wgpu/src/shader/image.vert
+++ /dev/null
@@ -1,24 +0,0 @@
-#version 450
-
-layout(location = 0) in vec2 v_Pos;
-layout(location = 1) in vec2 i_Pos;
-layout(location = 2) in vec2 i_Scale;
-
-layout (set = 0, binding = 0) uniform Globals {
- mat4 u_Transform;
-};
-
-layout(location = 0) out vec2 o_Uv;
-
-void main() {
- o_Uv = v_Pos;
-
- mat4 i_Transform = mat4(
- vec4(i_Scale.x, 0.0, 0.0, 0.0),
- vec4(0.0, i_Scale.y, 0.0, 0.0),
- vec4(0.0, 0.0, 1.0, 0.0),
- vec4(i_Pos, 0.0, 1.0)
- );
-
- gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0);
-}