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https://github.com/bevyengine/bevy
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37 lines
1.1 KiB
WebGPU Shading Language
37 lines
1.1 KiB
WebGPU Shading Language
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// `custom_phase_item.wgsl`
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//
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// This shader goes with the `custom_phase_item` example. It demonstrates how to
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// enqueue custom rendering logic in a `RenderPhase`.
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// The GPU-side vertex structure.
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struct Vertex {
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// The world-space position of the vertex.
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@location(0) position: vec3<f32>,
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// The color of the vertex.
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@location(1) color: vec3<f32>,
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};
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// Information passed from the vertex shader to the fragment shader.
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struct VertexOutput {
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// The clip-space position of the vertex.
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@builtin(position) clip_position: vec4<f32>,
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// The color of the vertex.
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@location(0) color: vec3<f32>,
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};
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// The vertex shader entry point.
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@vertex
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fn vertex(vertex: Vertex) -> VertexOutput {
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// Use an orthographic projection.
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var vertex_output: VertexOutput;
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vertex_output.clip_position = vec4(vertex.position.xyz, 1.0);
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vertex_output.color = vertex.color;
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return vertex_output;
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}
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// The fragment shader entry point.
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@fragment
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fn fragment(vertex_output: VertexOutput) -> @location(0) vec4<f32> {
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return vec4(vertex_output.color, 1.0);
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}
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