@blooper.gg/toodle / shaders/wgsl/hello.wgsl / default
Variable: default
default: "\n\n//\n// SECTION: Struct Definitions\n//\n\nstruct InstanceData {}\n\n\nstruct VertexInput {\n @builtin(vertex_index) vertexIndex: u32,\n @builtin(instance_index) instanceIndex: u32,\n}\n\nstruct VertexOutput {\n @builtin(position) engine_clip_position : vec4<f32>,\n}\n\nstruct FragmentInput {\n @builtin(position) engine_clip_position : vec4<f32>,\n}\n\nstruct FragmentOutput {\n color: vec4<f32>,\n}\n\n//\n// SECTION: Base Entrypoints\n//\n\n@vertex\nfn base_vertex_entrypoint(input: VertexInput) -> VertexOutput {\n return default_vertex_shader(input);\n}\n\n@fragment\nfn base_fragment_entrypoint(vertex: VertexOutput) -> @location(0) vec4<f32> {\n let output = base_fragment_shader(vertex);\n return output.color;\n}\n\n//\n// SECTION: Base Shaders\n//\n\nconst pos = array(vec2f(-1, -1), vec2f(1, -1), vec2f(-1, 1), vec2f(1, 1));\n\nfn base_vertex_shader(input: VertexInput) -> VertexOutput {\n var output : VertexOutput;\n output.engine_clip_position = vec4f(pos[input.vertexIndex], 0.0, 1.0);\n return output;\n}\n\nfn base_fragment_shader(vertex: VertexOutput) -> FragmentOutput {\n var output : FragmentOutput;\n output.color = vec4f(1.0, 0.0, 1.0, 1.0);\n return output;\n}\n\n"
Defined in: shaders/wgsl/hello.wgsl.ts:3