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<h2>Full example</h2>
<pre><code>// Vertex shader
struct CameraUniform {
view_proj: mat4x4<f32>;
};
[[group(1), binding(0)]]
var<uniform> camera: CameraUniform;
struct InstanceInput {
[[location(5)]] model_matrix_0: vec4<f32>;
[[location(6)]] model_matrix_1: vec4<f32>;
[[location(7)]] model_matrix_2: vec4<f32>;
[[location(8)]] model_matrix_3: vec4<f32>;
};
struct VertexInput {
[[location(0)]] position: vec3<f32>;
[[location(1)]] tex_coords: vec2<f32>;
};
struct VertexOutput {
[[builtin(position)]] clip_position: vec4<f32>;
[[location(0)]] tex_coords: vec2<f32>;
};
@vertex
[[stage(vertex)]]
fn vs_main(
model: VertexInput,
instance: InstanceInput,
) -> VertexOutput {
let model_matrix = mat4x4<f32>(
instance.model_matrix_0,
instance.model_matrix_1,
instance.model_matrix_2,
instance.model_matrix_3,
);
bool mybool1 = true;
bool mybool2 = false;
var out: VertexOutput;
out.tex_coords = model.tex_coords;
out.clip_position = camera.view_proj * model_matrix * vec4<f32>(model.position, 1.0);
return out;
}
// Fragment shader
[[group(0), binding(0)]]
var t_diffuse: texture_2d<f32>;
[[group(0), binding(1)]]
var s_diffuse: sampler;
@fragment
[[stage(fragment)]]
fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
return textureSample(t_diffuse, s_diffuse, in.tex_coords);
}
</code></pre>