hUI/hui-wgpu/shaders/ui.wgsl

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WebGPU Shading Language
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struct VertexInput {
@location(0) position: vec3<f32>,
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@location(1) uv: vec2<f32>,
@location(2) color: vec4<f32>,
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}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) color: vec4<f32>,
};
@vertex
fn vs_main(
in: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
out.clip_position = vec4<f32>(in.position, 1.0);
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out.uv = in.uv;
out.color = in.color;
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return out;
}
@group(0) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(0) @binding(1)
var s_diffuse: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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//HACK: This is a hack to convert the color to sRGB
let srgb_color = pow(in.color, vec4<f32>(2.2, 2.2, 2.2, 1.0));
return textureSample(t_diffuse, s_diffuse, in.uv) * srgb_color;
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}