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

@@ -1,51 +1,51 @@
[layout(std140)]
struct ViewerData
{
projectionMatrix: mat4<f32>,
invProjectionMatrix: mat4<f32>,
viewMatrix: mat4<f32>,
invViewMatrix: mat4<f32>,
viewProjMatrix: mat4<f32>,
invViewProjMatrix: mat4<f32>,
renderTargetSize: vec2<f32>,
invRenderTargetSize: vec2<f32>,
eyePosition: vec3<f32>
projectionMatrix: mat4[f32],
invProjectionMatrix: mat4[f32],
viewMatrix: mat4[f32],
invViewMatrix: mat4[f32],
viewProjMatrix: mat4[f32],
invViewProjMatrix: mat4[f32],
renderTargetSize: vec2[f32],
invRenderTargetSize: vec2[f32],
eyePosition: vec3[f32]
}
[layout(std140)]
struct BlurData
{
direction: vec2<f32>,
direction: vec2[f32],
sizeFactor: f32
}
external
{
[set(0), binding(0)] viewerData: uniform<ViewerData>,
[set(0), binding(1)] colorTexture: sampler2D<f32>,
[set(0), binding(2)] blurData: uniform<BlurData>
[set(0), binding(0)] viewerData: uniform[ViewerData],
[set(0), binding(1)] colorTexture: sampler2D[f32],
[set(0), binding(2)] blurData: uniform[BlurData]
}
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)] uv: vec2<f32>,
[builtin(position)] position: vec4<f32>
[location(0)] uv: vec2[f32],
[builtin(position)] position: vec4[f32]
}
[entry(frag)]
@@ -62,7 +62,7 @@ fn main(input: FragIn) -> FragOut
color += colorTexture.Sample(input.uv - blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
let output: FragOut;
output.color = vec4<f32>(color, 1.0);
output.color = vec4[f32](color, 1.0);
return output;
}
@@ -71,7 +71,7 @@ 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.uv = input.uv;
return output;