// Composite peel shader
// Samples the peeled layer and outputs it for alpha-under blending into the final buffer.
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
@group(0) @binding(0) var t_image: texture_2d<f32>;
@group(0) @binding(1) var texture_sampler: sampler;
// Fullscreen triangle vertices
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
var positions = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(3.0, -1.0),
vec2<f32>(-1.0, 3.0)
);
var uvs = array<vec2<f32>, 3>(
vec2<f32>(0.0, 1.0),
vec2<f32>(2.0, 1.0),
vec2<f32>(0.0, -1.0)
);
var output: VertexOutput;
output.position = vec4<f32>(positions[vertex_index], 0.0, 1.0);
output.uv = uvs[vertex_index];
return output;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let val = textureSample(t_image, texture_sampler, in.uv);
// Skip empty pixels (nothing was rendered in this peel layer)
if (val.a <= 0.0) {
discard;
}
return val;
}