// clear.wgsl - Multiply texture by a scalar (used for pressure decay)
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) v_l: vec2<f32>,
@location(2) v_r: vec2<f32>,
@location(3) v_t: vec2<f32>,
@location(4) v_b: vec2<f32>,
};
struct ClearUniforms {
texel_size: vec2<f32>,
value: f32,
_pad: f32,
};
@group(0) @binding(0)
var<uniform> uniforms: ClearUniforms;
@group(0) @binding(1)
var u_texture: texture_2d<f32>;
@group(0) @binding(2)
var u_sampler: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(u_texture, u_sampler, in.uv) * uniforms.value;
}