struct VertexOutput {
[[builtin(position)]] position: vec4<f32>;
[[location(0)]] tex_coords: vec2<f32>;
};
struct Locals {
transform: mat4x4<f32>;
};
[[group(0), binding(0)]]
var<uniform> r_data: Locals;
[[stage(vertex)]]
fn vs_main([[builtin(vertex_index)]] vertex_index: u32) -> VertexOutput {
let pos = vec2<f32>(
100.0 * (1.0 - f32(vertex_index & 2u)),
1000.0 * f32(vertex_index & 1u)
);
var out: VertexOutput;
out.tex_coords = 0.05 * pos + vec2<f32>(0.5, 0.5);
out.position = r_data.transform * vec4<f32>(pos, 0.0, 1.0);
return out;
}
[[group(0), binding(1)]]
var r_color: texture_2d<f32>;
[[group(0), binding(2)]]
var r_sampler: sampler;
[[stage(fragment)]]
fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
return textureSample(r_color, r_sampler, in.tex_coords);
}