imflow/src/shader.wgsl
2025-04-06 17:24:17 +02:00

37 lines
980 B
WebGPU Shading Language

struct Transforms {
transform: mat4x4<f32>,
width: u32,
height: u32
};
@group(0) @binding(2) var<uniform> transforms: Transforms;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) uv: vec2<f32>,
};
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.position = transforms.transform * vec4<f32>(in.position, 1.0);
out.uv = in.uv;
return out;
}
@group(0) @binding(0) var texture: texture_2d<f32>;
@group(0) @binding(1) var texture_sampler: sampler;
@fragment
fn fs_main(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
let texture_size = vec2<f32>(f32(transforms.width), f32(transforms.height));
let out_dim = vec2<f32>(textureDimensions(texture));
let scale = texture_size / out_dim;
let pixel = uv * scale;
return textureSample(texture, texture_sampler, pixel);
}