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fullscreen.wgsl

Import path

Structures

FullscreenVertexOutput

#
struct FullscreenVertexOutput {
@builtin(position)
position: vec4<f32> ,
@location(0)
uv: vec2<f32> ,
}

Functions

fullscreen_vertex_shader

#
@vertex
Processes each 3D point in a model before it's drawn

The top-left has UV 0,0, the bottom-left has 0,2, and the top-right has 2,0. This means that the UV gets interpolated to 1,1 at the bottom-right corner of the clip-space rectangle that is at 1,-1 in clip space.

fn fullscreen_vertex_shader (
@builtin(vertex_index)
vertex_index: u32
) -> FullscreenVertexOutput