zengine_graphic 0.1.2

Provides graphic functionality for ZENgine
Documentation
// Vertex shader
struct CameraUniform {
    view_proj: mat4x4<f32>,
};
@group(1) @binding(0)
var<uniform> camera: CameraUniform;

struct VertexInput {
    @location(0) position: vec4<f32>,
    @location(1) tex_coords: vec2<f32>,
    @location(2) color: vec4<f32>
}

struct VertexOutput {
    @builtin(position) clip_position: vec4<f32>,
    @location(0) tex_coords: vec2<f32>,
    @location(1) color: vec4<f32>
}

@vertex
fn vs_main(
    model: VertexInput,
) -> VertexOutput {
    var out: VertexOutput;
    out.tex_coords = model.tex_coords;
    out.color = model.color;
    out.clip_position = camera.view_proj * model.position;
    return out;
}

// Fragment shader

@group(0) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(0) @binding(1)
var s_diffuse: sampler;

@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
    var color_output = textureSample(t_diffuse, s_diffuse, in.tex_coords);
    return in.color * color_output;
}