@group(0) @binding(0)
var color: texture_2d<f32>;
@group(0) @binding(2)
var color_sampler: sampler;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
@vertex
fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> VertexOutput {
// A fullscreen triangle using index calculations.
var out: VertexOutput;
let x = f32((i32(in_vertex_index) << 1u) & 2);
let y = f32(i32(in_vertex_index & 2u));
out.position = vec4(x * 2.0 - 1.0, y * 2.0 - 1.0, 0.0, 1.0);
out.uv = vec2(x, 1.0 - y);
return out;
}
// TODO: Should this use compute instead?
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(color, color_sampler, in.uv);
}