struct Uniforms {
resolution: vec2<f32>,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(1) @binding(0)
var image: texture_2d<f32>;
@group(1) @binding(1)
var image_sampler: sampler;
struct VertexInput {
@location(0)
position: vec2<f32>,
@location(1)
uv: vec2<f32>,
@location(2)
color: vec4<f32>,
}
struct VertexOutput {
@builtin(position)
position: vec4<f32>,
@location(0)
uv: vec2<f32>,
@location(1)
color: vec4<f32>,
}
@vertex
fn vertex(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
let position = in.position / uniforms.resolution * vec2<f32>(2.0, -2.0) - vec2<f32>(1.0, -1.0);
out.position = vec4<f32>(position, 0.0, 1.0);
out.uv = in.uv;
out.color = in.color;
return out;
}
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color * textureSample(image, image_sampler, in.uv);
}