// =============================================================================
// SVG Filter: Flood (feFlood)
// =============================================================================
// Fills the entire output with a solid color.
// =============================================================================
struct FloodUniforms {
color: vec4<f32>,
};
@group(0) @binding(0) var<uniform> flood: FloodUniforms;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) texcoord: vec2<f32>,
};
@vertex
fn vs_filter(@builtin(vertex_index) idx: u32) -> VertexOutput {
var out: VertexOutput;
let x = f32(i32(idx) / 2) * 4.0 - 1.0;
let y = f32(i32(idx) % 2) * 4.0 - 1.0;
out.position = vec4<f32>(x, y, 0.0, 1.0);
out.texcoord = vec2<f32>((x + 1.0) * 0.5, (1.0 - y) * 0.5);
return out;
}
@fragment
fn fs_flood(in: VertexOutput) -> @location(0) vec4<f32> {
return flood.color;
}