// Blit shader for fullscreen texture rendering
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(input: VertexInput) -> VertexOutput {
var output: VertexOutput;
output.clip_position = vec4<f32>(input.position, 0.0, 1.0);
output.tex_coords = input.tex_coords;
return output;
}
@group(0) @binding(0)
var t_texture: texture_2d<f32>;
@group(0) @binding(1)
var s_sampler: sampler;
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(t_texture, s_sampler, input.tex_coords);
}