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path: root/.old/src/shader.wgsl
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struct VertexInput {
    @location(0) position: vec2<f32>,
    @location(1) tex_coords: vec2<f32>,
}

struct VertexOutput {
    @builtin(position) clip_position: vec4<f32>,
    @location(0) tex_coords: vec2<f32>,
}

@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
    var out: VertexOutput;
    out.clip_position = vec4<f32>(in.position, 0.0, 1.0);
    out.tex_coords = in.tex_coords;
    return out;
}

@group(0) @binding(0) var t_diffuse: texture_2d<f32>;
@group(0) @binding(1) var s_diffuse: sampler;

@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
    return textureSample(t_diffuse, s_diffuse, in.tex_coords);
}

@fragment
fn fs_gridlines(in: VertexOutput) -> @location(0) vec4<f32> {
    return vec4<f32>(0.3, 0.3, 0.3, 0.5);
}