Galactica/src/render/shaders/starfield.wgsl

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// Vertex shader
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struct InstanceInput {
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@location(2) position: vec2<f32>,
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};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
}
@vertex
fn vertex_shader_main(
instance: InstanceInput,
) -> VertexOutput {
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// Stars consist of only one vertex, so we don't need to pass a buffer into this shader.
// We need one instance per star, and that's it!
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var out: VertexOutput;
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out.clip_position = vec4<f32>(instance.position, 0.0, 1.0);
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return out;
}
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// Fragment shader
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@fragment
fn fragment_shader_main(in: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}