struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
};
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
var out: VertexOutput;
let x = i32(vertex_index) / 2;
let y = i32(vertex_index) & 1;
let tc = vec2<f32>(
f32(x) * 2.0,
f32(y) * 2.0
);
out.position = vec4<f32>(
tc.x * 2.0 - 1.0,
1.0 - tc.y * 2.0,
0.0,
1.0
);
out.tex_coords = tc;
return out;
}
@group(0)
@binding(0)
var r_color: texture_2d<f32>;
@group(0)
@binding(1)
var r_sampler: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let color = textureSample(r_color, r_sampler, in.tex_coords);
return COLORSPACE_EXPR;
}