fullscreen quad
parent
4999acf92e
commit
0e6b636f8e
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@ -1,4 +1,5 @@
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use futures::executor::block_on;
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use futures::executor::block_on;
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use wgpu::util::DeviceExt;
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use winit::{
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use winit::{
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dpi::LogicalSize,
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dpi::LogicalSize,
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event::{Event, WindowEvent},
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event::{Event, WindowEvent},
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@ -6,6 +7,33 @@ use winit::{
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window::WindowBuilder,
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window::WindowBuilder,
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};
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};
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#[repr(C)]
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struct Vertex([f32; 3]);
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impl Vertex {
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const fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Self>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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format: wgpu::VertexFormat::Float32x3,
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offset: 0,
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shader_location: 0,
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}],
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}
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}
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}
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const FULL_QUAD_VERTS: &[Vertex] = &[
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Vertex([-1.0, -1.0, 0.0]),
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Vertex([-1.0, 1.0, 0.0]),
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Vertex([1.0, 1.0, 0.0]),
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//
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Vertex([-1.0, -1.0, 0.0]),
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Vertex([1.0, -1.0, 0.0]),
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Vertex([1.0, 1.0, 0.0]),
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];
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fn main() -> Result<(), Box<dyn std::error::Error>> {
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fn main() -> Result<(), Box<dyn std::error::Error>> {
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let event_loop = EventLoop::new()?;
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let event_loop = EventLoop::new()?;
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let logical_size = LogicalSize::new(800.0, 600.0);
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let logical_size = LogicalSize::new(800.0, 600.0);
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@ -16,7 +44,12 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
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.build(&event_loop)?;
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.build(&event_loop)?;
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let window_size = window.inner_size();
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let window_size = window.inner_size();
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let instance = wgpu::Instance::default();
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::METAL,
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flags: wgpu::InstanceFlags::default(),
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dx12_shader_compiler: wgpu::Dx12Compiler::default(),
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gles_minor_version: wgpu::Gles3MinorVersion::Automatic,
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});
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let surface = instance.create_surface(&window)?;
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let surface = instance.create_surface(&window)?;
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let adapter = block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
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let adapter = block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
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@ -30,7 +63,7 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
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&wgpu::DeviceDescriptor {
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&wgpu::DeviceDescriptor {
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label: None,
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label: None,
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required_features: wgpu::Features::empty(),
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required_features: wgpu::Features::empty(),
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required_limits: wgpu::Limits::downlevel_webgl2_defaults(),
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required_limits: wgpu::Limits::default(),
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},
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},
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None,
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None,
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))
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))
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@ -40,6 +73,15 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
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label: None,
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label: None,
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!("shader.wgsl"))),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!("shader.wgsl"))),
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});
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});
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: None,
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contents: unsafe {
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let len = std::mem::size_of_val(FULL_QUAD_VERTS);
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core::slice::from_raw_parts(FULL_QUAD_VERTS.as_ptr() as *const u8, len)
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},
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usage: wgpu::BufferUsages::VERTEX,
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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label: None,
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bind_group_layouts: &[],
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bind_group_layouts: &[],
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@ -54,7 +96,7 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
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vertex: wgpu::VertexState {
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vertex: wgpu::VertexState {
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module: &shader,
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module: &shader,
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entry_point: "vs_main",
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entry_point: "vs_main",
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buffers: &[],
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buffers: &[Vertex::desc()],
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},
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},
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primitive: wgpu::PrimitiveState::default(),
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primitive: wgpu::PrimitiveState::default(),
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depth_stencil: None,
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depth_stencil: None,
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@ -66,27 +108,34 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
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}),
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}),
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multiview: None,
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multiview: None,
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});
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});
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let config = surface
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let mut config = surface
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.get_default_config(&adapter, window_size.width, window_size.height)
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.get_default_config(&adapter, window_size.width, window_size.height)
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.unwrap();
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.unwrap();
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surface.configure(&device, &config);
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surface.configure(&device, &config);
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let window = &window;
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let window = &window;
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event_loop.set_control_flow(ControlFlow::Wait);
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event_loop.set_control_flow(ControlFlow::Wait);
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#[allow(clippy::single_match)]
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event_loop.run(move |event, elwt| match event {
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event_loop.run(move |event, elwt| match event {
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Event::WindowEvent {
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Event::WindowEvent { event, .. } => match event {
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event: WindowEvent::CloseRequested,
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WindowEvent::CloseRequested => elwt.exit(),
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..
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WindowEvent::DroppedFile(path_buf) => {
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} => {
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eprintln!("{path_buf:?}");
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elwt.exit();
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}
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}
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Event::AboutToWait => {
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WindowEvent::Resized(size) => {
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config.width = size.width;
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config.height = size.height;
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surface.configure(&device, &config);
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window.request_redraw();
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window.request_redraw();
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}
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}
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Event::WindowEvent {
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WindowEvent::MouseInput { .. } => window.request_redraw(),
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event: WindowEvent::RedrawRequested,
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WindowEvent::CursorMoved { .. } => {
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..
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window.request_redraw();
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} => {
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}
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WindowEvent::RedrawRequested => {
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let frame = surface
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let frame = surface
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.get_current_texture()
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.get_current_texture()
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.expect("failed to acquire next swap chain texture");
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.expect("failed to acquire next swap chain texture");
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occlusion_query_set: None,
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occlusion_query_set: None,
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});
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});
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rpass.set_pipeline(&render_pipeline);
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rpass.set_pipeline(&render_pipeline);
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rpass.draw(0..3, 0..1);
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rpass.set_vertex_buffer(0, vertex_buffer.slice(..));
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rpass.draw(0..FULL_QUAD_VERTS.len() as u32, 0..1);
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}
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}
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queue.submit(Some(encoder.finish()));
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queue.submit(Some(encoder.finish()));
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frame.present();
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frame.present();
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eprintln!("redraw");
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}
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}
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_ => (),
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_ => (),
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},
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_ => (),
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})?;
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})?;
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Ok(())
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Ok(())
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@ -1,11 +1,22 @@
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struct VertexInput {
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@location(0) position: vec3<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) color: vec4<f32>,
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}
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@vertex
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@vertex
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fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
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fn vs_main(quad: VertexInput) -> VertexOutput {
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let x = f32(i32(in_vertex_index) - 1);
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var out: VertexOutput;
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let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
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out.color = vec4(1.0, 0.0, 0.0, 1.0);
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return vec4<f32>(x, y, 0.0, 1.0);
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out.clip_position = vec4<f32>(quad.position, 1.0);
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return out;
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}
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}
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@fragment
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@fragment
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fn fs_main() -> @location(0) vec4<f32> {
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(1.0, 0.0, 0.0, 1.0);
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return in.color;
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}
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}
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