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screenshot.wgsl

Bindings

t

#
@group(0)
@binding(0)
var t: texture_2d<f32>

Functions

vs_main

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

This vertex shader will create a triangle that will cover the entire screen with minimal effort, avoiding the need for a vertex buffer etc.

fn vs_main (
@builtin(vertex_index)
in_vertex_index: u32
) ->
@builtin(position)
vec4<f32>

fs_main

#
@fragment
Calculates the final color of each pixel on the screen
fn fs_main (
@builtin(position)
pos: vec4<f32>
) ->
@location(0)
vec4<f32>