pub const SHADER_SOURCE: &str = r#"
// Dear ImGui WGSL Shader
// Vertex and fragment shaders for rendering Dear ImGui draw data
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) uv: vec2<f32>,
@location(2) color: vec4<f32>,
}
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) uv: vec2<f32>,
}
struct Uniforms {
mvp: mat4x4<f32>,
gamma: f32,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(0) @binding(1)
var u_sampler: sampler;
@group(1) @binding(0)
var u_texture: texture_2d<f32>;
@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0);
out.color = in.color;
out.uv = in.uv;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let color = in.color * textureSample(u_texture, u_sampler, in.uv);
// Apply gamma curve if uniforms.gamma != 1.0. With gamma=1.0 this is a no-op.
let corrected = pow(color.rgb, vec3<f32>(uniforms.gamma));
return vec4<f32>(corrected, color.a);
}
"#;Expand description
WGSL shader source
This includes both vertex and fragment shaders with optional gamma correction, similar in spirit to imgui_impl_wgpu.cpp