forked from 1b-agent/opencadstudio-upstream
Preload one language-aware font resource across the interface, drawing text, and navigation labels.\n\nRender the navigation cube, ring, outlines, and labels through a 4x MSAA target.
45 lines
1.2 KiB
WebGPU Shading Language
45 lines
1.2 KiB
WebGPU Shading Language
struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) uv: vec2<f32>,
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}
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struct CompositeUniforms {
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uv_scale: vec2<f32>,
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_pad: vec2<f32>,
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}
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var<private> POSITIONS: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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vec2<f32>(-1.0, 1.0),
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vec2<f32>(-1.0, -1.0),
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vec2<f32>( 1.0, 1.0),
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vec2<f32>(-1.0, -1.0),
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vec2<f32>( 1.0, -1.0),
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vec2<f32>( 1.0, 1.0),
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);
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var<private> UVS: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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vec2<f32>(0.0, 0.0),
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vec2<f32>(0.0, 1.0),
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vec2<f32>(1.0, 0.0),
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vec2<f32>(0.0, 1.0),
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vec2<f32>(1.0, 1.0),
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vec2<f32>(1.0, 0.0),
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);
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@vertex
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fn vs_main(@builtin(vertex_index) index: u32) -> VertexOutput {
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var output: VertexOutput;
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output.position = vec4<f32>(POSITIONS[index], 0.0, 1.0);
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output.uv = UVS[index];
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return output;
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}
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@group(0) @binding(0) var resolved_texture: texture_2d<f32>;
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@group(0) @binding(1) var resolved_sampler: sampler;
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@group(0) @binding(2) var<uniform> uniforms: CompositeUniforms;
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@fragment
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(resolved_texture, resolved_sampler, input.uv * uniforms.uv_scale);
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}
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