struct VertexOut {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
@group(0) @binding(0)
var source_texture: texture_2d<f32>;
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOut {
var positions = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -3.0),
vec2<f32>(-1.0, 1.0),
vec2<f32>(3.0, 1.0),
);
let position = positions[vertex_index];
var out: VertexOut;
out.position = vec4<f32>(position, 0.0, 1.0);
out.uv = position * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5, 0.5);
return out;
}
@fragment
fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
let dims = vec2<i32>(textureDimensions(source_texture));
let coord = clamp(vec2<i32>(in.uv * vec2<f32>(dims)), vec2<i32>(0), dims - vec2<i32>(1));
return textureLoad(source_texture, coord, 0);
}