// From https://github.com/gfx-rs/wgpu/blob/trunk/examples/src/mipmap/blit.wgsl struct VertexOutput { @builtin(position) position: vec4, @location(0) tex_coords: vec2, }; // meant to be called with 3 vertex indices: 0, 1, 2 // draws one large triangle over the clip space like this: // (the asterisks represent the clip space bounds) //-1,1 1,1 // --------------------------------- // | * . // | * . // | * . // | * . // | * . // | * . // |*************** // | . 1,-1 // | . // | . // | . // | . // |. @vertex fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput { var result: VertexOutput; let x = i32(vertex_index) / 2; let y = i32(vertex_index) & 1; let tc = vec2( f32(x) * 2.0, f32(y) * 2.0 ); result.position = vec4( tc.x * 2.0 - 1.0, 1.0 - tc.y * 2.0, 0.0, 1.0 ); result.tex_coords = tc; return result; } @group(0) @binding(0) var r_color: texture_2d; @group(0) @binding(1) var r_sampler: sampler; @fragment fn fs_main(vertex: VertexOutput) -> @location(0) vec4 { return textureSample(r_color, r_sampler, vertex.tex_coords); }