// Samples a GPU model's display texture into the viewport, over one fullscreen triangle.
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
// Fullscreen triangle: (-1,-1), (3,-1), (-1,3) covers the whole clip-space quad.
let uv = vec2<f32>(
f32((vertex_index << 1u) & 2u),
f32(vertex_index & 2u),
);
var out: VertexOutput;
out.clip_position = vec4<f32>(uv * 2.0 - 1.0, 0.0, 1.0);
out.uv = vec2<f32>(uv.x, 1.0 - uv.y);
return out;
}
@group(0) @binding(0) var input_tex: texture_2d<f32>;
@group(0) @binding(1) var input_sampler: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(input_tex, input_sampler, in.uv);
}