// Fullscreen quad shader for screen capture display with aspect ratio preservation
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
}
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
// Fullscreen triangle strip (2 triangles = 6 vertices)
var positions = array<vec2<f32>, 6>(
vec2<f32>(-1.0, -1.0), // bottom-left
vec2<f32>(1.0, -1.0), // bottom-right
vec2<f32>(-1.0, 1.0), // top-left
vec2<f32>(-1.0, 1.0), // top-left
vec2<f32>(1.0, -1.0), // bottom-right
vec2<f32>(1.0, 1.0), // top-right
);
var tex_coords = array<vec2<f32>, 6>(
vec2<f32>(0.0, 1.0), // bottom-left
vec2<f32>(1.0, 1.0), // bottom-right
vec2<f32>(0.0, 0.0), // top-left
vec2<f32>(0.0, 0.0), // top-left
vec2<f32>(1.0, 1.0), // bottom-right
vec2<f32>(1.0, 0.0), // top-right
);
var output: VertexOutput;
output.position = vec4<f32>(positions[vertex_index], 0.0, 1.0);
output.tex_coords = tex_coords[vertex_index];
return output;
}
@group(0) @binding(0)
var t_screen: texture_2d<f32>;
@group(0) @binding(1)
var s_screen: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(t_screen, s_screen, in.tex_coords);
}