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;
@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 result: VertexOutput;
result.tex_coords = 0.05 * pos + vec2<f32>(0.5, 0.5);
result.position = r_data.transform * vec4<f32>(pos, 0.0, 1.0);
return result;
}
@group(0)
@binding(1)
var r_color: texture_2d<f32>;
@group(0)
@binding(2)
var r_sampler: sampler;
@fragment
fn fs_main(vertex: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(r_color, r_sampler, vertex.tex_coords);
}