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// 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);
}
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