Graphics: Make use of shader binding sets

This commit is contained in:
Jérôme Leclercq
2021-06-16 14:47:54 +02:00
parent 5559fe1af7
commit 3cd9172f7a
49 changed files with 592 additions and 792 deletions

46
bin/resources/gamma.nzsl Normal file
View File

@@ -0,0 +1,46 @@
external
{
[binding(0)] colorTexture: sampler2D<f32>
}
struct FragIn
{
[location(0)] uv: vec2<f32>
}
struct FragOut
{
[location(0)] color: vec4<f32>
}
struct VertIn
{
[location(0)] pos: vec3<f32>,
[location(1)] uv: vec2<f32>
}
struct VertOut
{
[location(0)] vertUV: vec2<f32>,
[builtin(position)] position: vec4<f32>
}
[entry(frag)]
fn main(input: FragIn) -> FragOut
{
let gamma = 2.2;
let output: FragOut;
output.color = colorTexture.Sample(input.uv);
//output.color = pow(colorTexture.Sample(input.uv), vec4<f32>(1.0 / gamma, 1.0 / gamma, 1.0 / gamma, 1.0));
return output;
}
[entry(vert)]
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = vec4<f32>(input.pos, 1.0);
output.vertUV = input.uv;
return output;
}