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(
name: "PixelCounter",
resources: [
(
name: "properties",
kind: PropertyGroup([
(name: "worldViewProjection", kind: Matrix4()),
]),
binding: 0
),
],
passes: [
(
name: "Primary",
draw_parameters: DrawParameters(
cull_face: None,
color_write: ColorMask(
red: false,
green: false,
blue: false,
alpha: false,
),
depth_write: false,
stencil_test: Some(StencilFunc (
func: NotEqual,
ref_value: 0,
mask: 0xFFFF_FFFF,
)),
depth_test: None,
blend: None,
stencil_op: StencilOp(
fail: Keep,
zfail: Keep,
zpass: Keep,
write_mask: 0xFFFF_FFFF,
),
scissor_box: None
),
vertex_shader:
r#"
layout (location = 0) in vec3 vertexPosition;
void main()
{
gl_Position = properties.worldViewProjection * vec4(vertexPosition, 1.0);
}
"#,
fragment_shader:
r#"
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0);
}
"#,
)
]
)