struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
@group(0) @binding(0)
var t: texture_2d<f32>;
@group(0) @binding(1)
var s: sampler;
@vertex
fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> VertexOutput {
var out: VertexOutput;
out.uv = vec2<f32>(0.0);
out.uv.x = select(0.0, 2.0, in_vertex_index == 1u);
out.uv.y = select(0.0, 2.0, in_vertex_index == 2u);
out.position = vec4<f32>(out.uv * vec2<f32>(2.0, -2.0) + vec2<f32>(-1.0, 1.0), 1.0, 1.0);
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(t, s, in.uv);
}