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learn-wgpu/code/showcase/framework/src/shader_canvas.vert.wgsl

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struct VertexOutput {
@location(0) clip_coords: vec3<f32>,
@builtin(position) member: vec4<f32>,
}
var<private> clip_coords: vec3<f32>;
var<private> gl_VertexIndex: u32;
var<private> gl_Position: vec4<f32>;
fn main_1() {
var x: f32;
var y: f32;
let _e2 = gl_VertexIndex;
x = f32((((u32(_e2) + 2u) / 3u) % 2u));
let _e12 = gl_VertexIndex;
y = f32((((u32(_e12) + 1u) / 3u) % 2u));
let _e25 = x;
let _e31 = y;
gl_Position = vec4<f32>((-(1.0) + (_e25 * 2.0)), (-(1.0) + (_e31 * 2.0)), 0.0, 1.0);
let _e38 = gl_Position;
clip_coords = _e38.xyz;
return;
}
@vertex
fn main(@builtin(vertex_index) param: u32) -> VertexOutput {
gl_VertexIndex = param;
main_1();
let _e5 = clip_coords;
let _e7 = gl_Position;
return VertexOutput(_e5, _e7);
}