Shader: Switch type<subtype> to type[subtype]

This commit is contained in:
Jérôme Leclercq
2022-01-26 19:24:46 +01:00
parent 29a01e975c
commit e6951d54a5
27 changed files with 506 additions and 510 deletions

View File

@@ -1,28 +1,28 @@
external
{
[binding(0)] colorTexture: sampler2D<f32>
[binding(0)] colorTexture: sampler2D[f32]
}
struct FragIn
{
[location(0)] uv: vec2<f32>
[location(0)] uv: vec2[f32]
}
struct FragOut
{
[location(0)] color: vec4<f32>
[location(0)] color: vec4[f32]
}
struct VertIn
{
[location(0)] pos: vec2<f32>,
[location(1)] uv: vec2<f32>
[location(0)] pos: vec2[f32],
[location(1)] uv: vec2[f32]
}
struct VertOut
{
[location(0)] vertUV: vec2<f32>,
[builtin(position)] position: vec4<f32>
[location(0)] vertUV: vec2[f32],
[builtin(position)] position: vec4[f32]
}
[entry(frag)]
@@ -32,7 +32,7 @@ fn main(input: FragIn) -> FragOut
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));
//output.color = pow(colorTexture.Sample(input.uv), vec4[f32](1.0 / gamma, 1.0 / gamma, 1.0 / gamma, 1.0));
return output;
}
@@ -40,7 +40,7 @@ fn main(input: FragIn) -> FragOut
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = vec4<f32>(input.pos, 0.0, 1.0);
output.position = vec4[f32](input.pos, 0.0, 1.0);
output.vertUV = input.uv;
return output;
}