@group(0) @binding(0)
var src_texture: texture_2d_array<f32>;
@group(0) @binding(1)
var src_sampler: sampler;
struct MipParams {
layer: u32,
_padding0: u32,
_padding1: u32,
_padding2: u32,
}
@group(0) @binding(2)
var<uniform> params: MipParams;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
var out: VertexOutput;
let x = f32((vertex_index << 1u) & 2u);
let y = f32(vertex_index & 2u);
out.position = vec4<f32>(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0);
out.uv = vec2<f32>(x, y);
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSampleLevel(
src_texture,
src_sampler,
in.uv,
i32(params.layer),
0.0,
);
}