lyra-engine/res/shader.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>,
@location(1) color: vec3<f32>,
};
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struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
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@location(0) color: vec3<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.color = model.color;
out.clip_position = vec4<f32>(model.position, 1.0);
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return out;
}
// Fragment shader
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(in.color, 1.0);
}