forestiles/src/shader.wgsl

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WebGPU Shading Language
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struct Uniforms {
camera: vec3f,
darkness: f32
}
@group(0) @binding(0) var<uniform> uniforms : Uniforms;
struct VertexOutput {
@location(0) color: vec4f,
@builtin(position) pos: vec4f
}
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@vertex
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fn vs_main(
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@location(0) pos: vec2f,
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@location(1) color: vec4f
) -> VertexOutput {
var out: VertexOutput;
out.color = color;
// out.color[3] -= uniforms.darkness;
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out.pos = vec4f((pos.xy-uniforms.camera.xy)/uniforms.camera.z, 0, 1);
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return out;
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}
@fragment
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fn fs_main(v: VertexOutput) -> @location(0) vec4f {
return v.color;
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}