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[Merged by Bors] - Pipeline Specialization, Shader Assets, and Shader Preprocessing #3031
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0ae25d6
Pipeline Specialization
cart 2e06faa
add shader_defs_pipelined to readme
cart d358ced
use strong shader handle in example descriptor
cart c42841f
shadow_shaders -> shadow_pipeline
cart eba3d7d
module descriptor conversion error handling
cart 4815540
clippy
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,43 @@ | ||
[[block]] | ||
struct View { | ||
view_proj: mat4x4<f32>; | ||
projection: mat4x4<f32>; | ||
world_position: vec3<f32>; | ||
}; | ||
[[group(0), binding(0)]] | ||
var<uniform> view: View; | ||
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[[block]] | ||
struct Mesh { | ||
transform: mat4x4<f32>; | ||
}; | ||
[[group(1), binding(0)]] | ||
var<uniform> mesh: Mesh; | ||
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struct Vertex { | ||
[[location(0)]] position: vec3<f32>; | ||
[[location(1)]] normal: vec3<f32>; | ||
[[location(2)]] uv: vec2<f32>; | ||
}; | ||
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struct VertexOutput { | ||
[[builtin(position)]] clip_position: vec4<f32>; | ||
}; | ||
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[[stage(vertex)]] | ||
fn vertex(vertex: Vertex) -> VertexOutput { | ||
let world_position = mesh.transform * vec4<f32>(vertex.position, 1.0); | ||
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var out: VertexOutput; | ||
out.clip_position = view.view_proj * world_position; | ||
return out; | ||
} | ||
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[[stage(fragment)]] | ||
fn fragment() -> [[location(0)]] vec4<f32> { | ||
var color = vec4<f32>(0.0, 0.0, 1.0, 1.0); | ||
# ifdef IS_RED | ||
color = vec4<f32>(1.0, 0.0, 0.0, 1.0); | ||
# endif | ||
return color; | ||
} |
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