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// Passthrough shader for Sequence v2
#include "sequence_uniforms"
#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main
@group(0) @binding(0) var input_sampler: sampler;
@group(0) @binding(1) var input_texture: texture_2d<f32>;
@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams;
@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f {
return textureSampleYUp(input_texture, input_sampler, in.uv);
}
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