struct VertexOutput {
[[builtin(position)]] position: vec4<f32>;
[[location(0)]] tex_coords: vec2<f32>;
};
[[stage(vertex)]]
fn vs_main([[builtin(vertex_index)]] vertex_index: u32) -> VertexOutput {
var out: VertexOutput;
let x = i32(vertex_index) / 2;
let y = i32(vertex_index) & 1;
let tc = vec2<f32>(
f32(x) * 2.0,
f32(y) * 2.0
);
out.position = vec4<f32>(
tc.x * 2.0 - 1.0,
1.0 - tc.y * 2.0,
0.0, 1.0
);
out.tex_coords = tc;
return out;
}
[[group(0), binding(0)]]
var r_color: texture_2d<f32>;
[[group(0), binding(1)]]
var r_sampler: sampler;
[[stage(fragment)]]
fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
return textureSample(r_color, r_sampler, in.tex_coords);
}