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path: root/client/src/shaders/texture_copy.wgsl
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struct VertexOut {
    @builtin(position) clip: vec4<f32>,
    @location(0) texcoord: vec2<f32>,
};

@group(0) @binding(0) var texture: texture_2d<f32>;
@group(0) @binding(1) var texture_sampler: sampler;

@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOut {
    let x = i32(vertex_index) / 2;
    let y = i32(vertex_index) & 1;
    return VertexOut(
        vec4<f32>(f32(x) * 4.0 - 1.0, 1.0 - f32(y) * 4.0, 0.0, 1.0),
        vec2<f32>(f32(x) * 2.0, f32(y) * 2.0)
    );
}

@fragment
fn fs_main(vertex: VertexOut) -> @location(0) vec4<f32> {
    return textureSample(texture, texture_sampler, vertex.texcoord);
}