cyborg/src/pass/mesh_shader.wgsl

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WebGPU Shading Language
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struct VertexInput {
[[location(0)]] position: vec3<f32>;
[[location(1)]] color: vec3<f32>;
};
struct VertexOutput {
[[builtin(position)]] clip_position: vec4<f32>;
[[location(0)]] position: vec3<f32>;
[[location(1)]] color: vec3<f32>;
};
[[stage(vertex)]]
fn vs_main(
[[builtin(instance_index)]] mesh_idx: u32,
[[builtin(vertex_index)]] vertex_idx: u32,
vertex: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
out.clip_position = vec4<f32>(vertex.position, 1.0);
out.position = vertex.position;
out.color = vertex.color;
return out;
}
[[stage(fragment)]]
fn fs_main(
frag: VertexOutput,
) -> [[location(0)]] vec4<f32> {
return vec4<f32>(frag.color, 1.0);
}