@group(0) @binding(0) var blit_tex: texture_2d<f32>;
@group(0) @binding(1) var blit_samp: sampler;
struct VertexOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) uv: vec2<f32>,
};
@vertex
fn vs_main(@builtin(vertex_index) vi: u32) -> VertexOut {
let x = select(-1.0, 1.0, vi == 1u || vi == 2u || vi == 4u);
let y = select(-1.0, 1.0, vi == 2u || vi == 3u || vi == 4u);
var out: VertexOut;
out.clip_pos = vec4<f32>(x, y, 0.0, 1.0);
out.uv = vec2<f32>(x * 0.5 + 0.5, 0.5 - y * 0.5);
return out;
}
@fragment
fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
return textureSample(blit_tex, blit_samp, in.uv);
}