31 lines
1.0 KiB
WebGPU Shading Language
31 lines
1.0 KiB
WebGPU Shading Language
struct FSIn {
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@builtin(front_facing) sk_Clockwise: bool,
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};
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struct FSOut {
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@location(0) sk_FragColor: vec4<f32>,
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};
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struct _GlobalUniforms {
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colorGreen: vec4<f32>,
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colorRed: vec4<f32>,
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h: f32,
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f: f32,
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};
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@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
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fn mat2x2f32_diagonal(x: f32) -> mat2x2<f32> {
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return mat2x2<f32>(x, 0.0, 0.0, x);
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}
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fn mat4x4f32_diagonal(x: f32) -> mat4x4<f32> {
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return mat4x4<f32>(x, 0.0, 0.0, 0.0, 0.0, x, 0.0, 0.0, 0.0, 0.0, x, 0.0, 0.0, 0.0, 0.0, x);
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}
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fn main() -> vec4<f32> {
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var ok: bool = true;
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ok = ok && all(mat2x2f32_diagonal(2.0) * vec2<f32>(_globalUniforms.f) == vec2<f32>(2.0 * _globalUniforms.f));
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ok = ok && all(mat4x4f32_diagonal(2.0) * vec4<f32>(_globalUniforms.h) == vec4<f32>(2.0 * _globalUniforms.h));
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return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(ok));
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}
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@fragment fn fragmentMain(_stageIn: FSIn) -> FSOut {
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var _stageOut: FSOut;
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_stageOut.sk_FragColor = main();
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return _stageOut;
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}
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