// Texture blit shader for filter-runtime final output.
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
var positions = array<vec2<f32>, 6>(
vec2<f32>(-1.0, -1.0),
vec2<f32>( 1.0, -1.0),
vec2<f32>(-1.0, 1.0),
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, -1.0),
vec2<f32>( 1.0, 1.0),
);
var uvs = array<vec2<f32>, 6>(
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(0.0, 0.0),
vec2<f32>(0.0, 0.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(1.0, 0.0),
);
var output: VertexOutput;
output.position = vec4<f32>(positions[vertex_index], 0.0, 1.0);
output.uv = uvs[vertex_index];
return output;
}
@group(0) @binding(0) var t_source: texture_2d<f32>;
@group(0) @binding(1) var s_source: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSampleLevel(t_source, s_source, in.uv, 0.0);
}