wgsl_to_wgpu 0.17.1

Generate typesafe Rust bindings from WGSL shaders to wgpu
Documentation
enable wgpu_mesh_shader;

const positions = array(
    vec4(0.0, 1.0, 0.0, 1.0),
    vec4(-1.0, -1.0, 0.0, 1.0),
    vec4(1.0, -1.0, 0.0, 1.0)
);
const colors = array(
    vec4(0.0, 1.0, 0.0, 1.0),
    vec4(0.0, 0.0, 1.0, 1.0),
    vec4(1.0, 0.0, 0.0, 1.0)
);

struct TaskPayload {
    colorMask: vec4<f32>,
    visible: bool,
}
struct VertexOutput {
    @builtin(position) position: vec4<f32>,
    @location(0) color: vec4<f32>,
}
struct PrimitiveOutput {
    @builtin(triangle_indices) indices: vec3<u32>,
    @builtin(cull_primitive) cull: bool,
    @per_primitive @location(1) colorMask: vec4<f32>,
}
struct PrimitiveInput {
    @per_primitive @location(1) colorMask: vec4<f32>,
}

var<task_payload> taskPayload: TaskPayload;
var<workgroup> workgroupData: f32;

@task
@payload(taskPayload)
@workgroup_size(1)
fn ts_main() -> @builtin(mesh_task_size) vec3<u32> {
    workgroupData = 1.0;
    taskPayload.colorMask = vec4(1.0, 1.0, 0.0, 1.0);
    taskPayload.visible = true;
    return vec3(1, 1, 1);
}

struct MeshOutput {
    @builtin(vertices) vertices: array<VertexOutput, 3>,
    @builtin(primitives) primitives: array<PrimitiveOutput, 1>,
    @builtin(vertex_count) vertex_count: u32,
    @builtin(primitive_count) primitive_count: u32,
}

var<workgroup> mesh_output: MeshOutput;

@mesh(mesh_output)
@payload(taskPayload)
@workgroup_size(1)
fn ms_main() {
    mesh_output.vertex_count = 3;
    mesh_output.primitive_count = 1;
    workgroupData = 2.0;

    mesh_output.vertices[0].position = positions[0];
    mesh_output.vertices[0].color = colors[0] * taskPayload.colorMask;

    mesh_output.vertices[1].position = positions[1];
    mesh_output.vertices[1].color = colors[1] * taskPayload.colorMask;

    mesh_output.vertices[2].position = positions[2];
    mesh_output.vertices[2].color = colors[2] * taskPayload.colorMask;

    mesh_output.primitives[0].indices = vec3<u32>(0, 1, 2);
    mesh_output.primitives[0].cull = !taskPayload.visible;
    mesh_output.primitives[0].colorMask = vec4<f32>(1.0, 0.0, 1.0, 1.0);
}

@fragment
fn fs_main(vertex: VertexOutput, primitive: PrimitiveInput) -> @location(0) vec4<f32> {
    return vertex.color * primitive.colorMask;
}