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// TODO: Investigate failures on non-WebGPU backends
//TEST(smoke,render):COMPARE_HLSL_RENDER: -wgpu
cbuffer Uniforms
{
float4x4 modelViewProjection;
}
struct AssembledVertex
{
float3 position;
float3 color;
};
struct Fragment
{
float4 color;
};
// Vertex Shader
struct VertexStageInput
{
AssembledVertex assembledVertex : A;
};
struct VertexStageOutput
{
float3 color;
float3 localPosition;
float4 sv_position : SV_Position;
};
[shader("vertex")]
VertexStageOutput vertexMain(VertexStageInput input)
{
VertexStageOutput output;
float3 position = input.assembledVertex.position;
float3 color = input.assembledVertex.color;
output.color = color;
output.sv_position = mul(modelViewProjection, float4(position, 1.0));
output.localPosition = position;
return output;
}
// Fragment Shader
struct FragmentStageInput
{
float3 color;
float3 localPosition;
};
struct FragmentStageOutput
{
Fragment fragment : SV_Target;
};
[shader("fragment")]
FragmentStageOutput fragmentMain(FragmentStageInput input)
{
FragmentStageOutput output;
float3 color = input.color;
if (input.color.y < input.color.z)
{
output.fragment.color = float4(input.localPosition, 1.0);
}
else
{
output.fragment.color = float4(input.color, 1.0);
}
return output;
}
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