struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
}
const pos = array(vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
@vertex
fn vs_main(
@builtin(vertex_index) index: u32,
) -> VertexOutput {
var out: VertexOutput;
out.clip_position = vec4<f32>(pos[index], 0.0, 1.0);
out.tex_coords = vec2<f32>(pos[index].x * 0.5 + 0.5, 0.5 - 0.5 * pos[index].y);
return out;
}
@group(0)
@binding(0)
var r_color: texture_2d<f32>;
@group(0)
@binding(1)
var r_sampler: sampler;
@fragment
fn fs_main(vertex: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(r_color, r_sampler, vertex.tex_coords);
}