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-rw-r--r--assets/final/shaders/circle_mask_render.wgsl35
1 files changed, 35 insertions, 0 deletions
diff --git a/assets/final/shaders/circle_mask_render.wgsl b/assets/final/shaders/circle_mask_render.wgsl
new file mode 100644
index 0000000..902600e
--- /dev/null
+++ b/assets/final/shaders/circle_mask_render.wgsl
@@ -0,0 +1,35 @@
+// Circle mask render shader
+// Samples mask and draws green outside the circle
+
+@group(0) @binding(0) var mask_tex: texture_2d<f32>;
+@group(0) @binding(1) var mask_sampler: sampler;
+
+struct Uniforms {
+ width: f32,
+ height: f32,
+ _pad1: f32,
+ _pad2: f32,
+};
+
+@group(0) @binding(2) var<uniform> uniforms: Uniforms;
+
+struct VSOutput {
+ @builtin(position) position: vec4<f32>,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VSOutput {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1), vec2<f32>(3, -1), vec2<f32>(-1, 3));
+ return VSOutput(vec4<f32>(pos[i], 0.0, 1.0));
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / vec2<f32>(uniforms.width, uniforms.height);
+ let mask_value = textureSample(mask_tex, mask_sampler, uv).r;
+
+ if (mask_value > 0.5) {
+ discard;
+ }
+
+ return vec4<f32>(0.0, 1.0, 0.0, 1.0);
+}