// Simple blit shader - copies input texture to output
@group(0) @binding(0) var input_texture: texture_2d<f32>;
@group(0) @binding(1) var input_sampler: sampler;
struct VertexOutput {
@builtin(position) position: vec4f,
@location(0) uv: vec2f,
}
@vertex
fn vs(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
// Fullscreen triangle (oversized to cover screen)
var positions = array<vec2f, 3>(
vec2f(-1.0, -1.0),
vec2f(3.0, -1.0),
vec2f(-1.0, 3.0)
);
let pos = positions[vertex_index];
var out: VertexOutput;
out.position = vec4f(pos, 0.0, 1.0);
out.uv = vec2f((pos.x + 1.0) * 0.5, (1.0 - pos.y) * 0.5);
return out;
}
@fragment
fn fs(in: VertexOutput) -> @location(0) vec4f {
return textureSample(input_texture, input_sampler, in.uv);
}