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WebGPU Shading Language
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struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec3<f32>,
};
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struct InstanceInput {
@location(5) model_row0: vec4<f32>,
@location(6) model_row1: vec4<f32>,
@location(7) model_row2: vec4<f32>,
@location(8) model_row3: vec4<f32>,
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@location(9) color: vec3<f32>,
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};
struct VSOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec3<f32>,
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};
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struct Globals {
aspect_ratio: f32,
}
@group(0) @binding(0)
var<uniform> globals: Globals;
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@vertex
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fn vs_main(vertex: VertexInput, instance: InstanceInput) -> VSOutput {
var out: VSOutput;
let model = mat4x4<f32>(
instance.model_row0,
instance.model_row1,
instance.model_row2,
instance.model_row3
);
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let projection = mat4x4<f32>(
vec4<f32>(1.0 / globals.aspect_ratio, 0.0, 0.0, 0.0),
vec4<f32>(0.0, 1.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(0.0, 0.0, 0.0, 1.0),
);
out.position = projection * model * vec4<f32>(vertex.position, 1.0);
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out.color = instance.color;
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return out;
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}
@fragment
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fn fs_main(input: VSOutput) -> @location(0) vec4<f32> {
return vec4<f32>(input.color, 1.0);
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}