wgpu/tests/tests/wgpu-gpu/planar_texture/planar_texture_rendering.wgsl
2025-10-29 13:33:48 -04:00

36 lines
987 B
WebGPU Shading Language

struct VertexOutput {
@builtin(position) position: vec4<f32>,
}
const VERTICES: array<vec3<f32>, 3> = array<vec3<f32>, 3>(
vec3<f32>(-0.5, 0.0, 0.0),
vec3<f32>(0.5, 0.0, 0.0),
vec3<f32>(0.0, 1.0, 0.0),
);
@vertex
fn vs_main(@builtin(vertex_index) idx: u32) -> VertexOutput {
var output: VertexOutput;
output.position = vec4(VERTICES[idx], 1.0);
return output;
}
@fragment
fn fs_y_main(input: VertexOutput) -> @location(0) f32 {
let color = vec3<f32>(1.0);
let conversion_weights = vec3<f32>(0.2126, 0.7152, 0.0722);
return clamp(dot(color, conversion_weights), 0.0, 1.0);
}
@fragment
fn fs_uv_main(input: VertexOutput) -> @location(0) vec2<f32> {
let color = vec3<f32>(1.0);
let conversion_weights = mat3x2<f32>(
-0.1146, 0.5,
-0.3854, -0.4542,
0.5, -0.0458,
);
let conversion_bias = vec2<f32>(0.5, 0.5);
return clamp(conversion_weights * color + conversion_bias, vec2(0.0, 0.0), vec2(1.0, 1.0));
}