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