egui/crates/egui-wgpu/src/texture_copy.wgsl

44 lines
1.0 KiB
WebGPU Shading Language

struct VertexOutput {
@builtin(position) position: vec4<f32>,
};
var<private> positions: array<vec2f, 3> = array<vec2f, 3>(
vec2f(-1.0, -3.0),
vec2f(-1.0, 1.0),
vec2f(3.0, 1.0)
);
// meant to be called with 3 vertex indices: 0, 1, 2
// draws one large triangle over the clip space like this:
// (the asterisks represent the clip space bounds)
//-1,1 1,1
// ---------------------------------
// | * .
// | * .
// | * .
// | * .
// | * .
// | * .
// |***************
// | . 1,-1
// | .
// | .
// | .
// | .
// |.
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
var result: VertexOutput;
result.position = vec4f(positions[vertex_index], 0.0, 1.0);
return result;
}
@group(0)
@binding(0)
var r_color: texture_2d<f32>;
@fragment
fn fs_main(vertex: VertexOutput) -> @location(0) vec4<f32> {
return textureLoad(r_color, vec2i(vertex.position.xy), 0);
}