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authorskal <pascal.massimino@gmail.com>2026-02-28 09:08:57 +0100
committerskal <pascal.massimino@gmail.com>2026-02-28 09:08:57 +0100
commit9ee410594a52cbc699b13de2bde4860d70c959a3 (patch)
treed56adf5931d488abcf3ac8e24a828d2d5b02e8cc /src/shaders/render/fullscreen_uv_vs.wgsl
parent6599a428cd69be6c66c5179e1f0fce42f561f935 (diff)
refactor: move common/shaders/ to src/shaders/
Relocates shared WGSL shaders under src/ where all source code lives, eliminating the top-level common/ directory. - Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt - Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'src/shaders/render/fullscreen_uv_vs.wgsl')
-rw-r--r--src/shaders/render/fullscreen_uv_vs.wgsl15
1 files changed, 15 insertions, 0 deletions
diff --git a/src/shaders/render/fullscreen_uv_vs.wgsl b/src/shaders/render/fullscreen_uv_vs.wgsl
new file mode 100644
index 0000000..f9ae427
--- /dev/null
+++ b/src/shaders/render/fullscreen_uv_vs.wgsl
@@ -0,0 +1,15 @@
+// Common vertex shader for fullscreen post-processing effects.
+// Draws a single triangle that covers the entire screen, with uv
+// coordinates in [0..1]
+struct VertexOutput {
+ @builtin(position) position: vec4f,
+ @location(0) uv: vec2f,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VertexOutput {
+ let pos = array<vec4f, 3>(vec4f(-1, -1, 0, 1.), vec4f(3, -1, 2., 1.), vec4f(-1, 3, 0, -1));
+ var out: VertexOutput;
+ out.position = vec4f(pos[i].xy, 0.0, 1.0);
+ out.uv = pos[i].zw;
+ return out;
+}