lyra-engine/res/shader/base_2d.wgsl

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WebGPU Shading Language
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// Vertex shader
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struct VertexInput {
@location(0) position: vec3<f32>,
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@location(1) tex_coords: vec2<f32>,
}
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struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
}
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@group(1) @binding(0)
var<uniform> u_model_transform: mat4x4<f32>;
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@vertex
fn vs_main(
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model: VertexInput,
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) -> VertexOutput {
var out: VertexOutput;
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out.tex_coords = model.tex_coords;
out.clip_position = u_model_transform * vec4<f32>(model.position, 1.0);
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return out;
}
// Fragment shader
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@group(0) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(0)@binding(1)
var s_diffuse: sampler;
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@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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}