init commit
This commit is contained in:
1
.gitignore
vendored
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1
.gitignore
vendored
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/target
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2695
Cargo.lock
generated
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2695
Cargo.lock
generated
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File diff suppressed because it is too large
Load Diff
21
Cargo.toml
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21
Cargo.toml
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[package]
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name = "procedu"
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version = "0.1.0"
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edition = "2024"
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[lib]
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crate-type = ["cdylib", "rlib"]
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[[bin]]
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name = "precdu"
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path = "src/main.rs"
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[dependencies]
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anyhow = "1.0.98"
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winit = { version = "0.30.11" }
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env_logger = "0.11.8"
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log = "0.4.27"
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wgpu = "25.0.2"
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pollster = "0.4.0"
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bytemuck = { version = "1.18", features = ["derive"] }
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rand = "0.9.1"
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1
src/lib.rs
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src/lib.rs
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// Empty library file to satisfy Cargo.toml configuration
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529
src/main.rs
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src/main.rs
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use anyhow::Result;
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use bytemuck::{Pod, Zeroable};
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use std::sync::Arc;
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use std::time::Instant;
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use wgpu::util::DeviceExt;
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use winit::{
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application::ApplicationHandler,
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event::{ElementState, KeyEvent, WindowEvent},
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event_loop::{ActiveEventLoop, ControlFlow, EventLoop},
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keyboard::{KeyCode, PhysicalKey},
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window::{Window, WindowId},
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};
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#[repr(C)] // Vertex structure for the ball
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#[derive(Copy, Clone, Debug, Pod, Zeroable)] // Ensure the structure is compatible with GPU memory layout
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// Represents a vertex with position and color
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struct Vertex {
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position: [f32; 3], // 3D position of the vertex <-- x, y, z
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color: [f32; 3], // Color of the vertex in RGB format <-- r, g, b
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}
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impl Vertex {
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fn desc() -> wgpu::VertexBufferLayout<'static> { // Returns the vertex buffer layout for the Vertex structure - VertexBufferLayout Specifies an interpretation of the bytes of a vertex buffer as vertex attributes.
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress, // The size of a single vertex in bytes
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step_mode: wgpu::VertexStepMode::Vertex, // Indicates that each vertex has its own attributes if `VertexStepMode::Vertex` is used, or that the attributes are shared across instances if `VertexStepMode::Instance` is used.
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// Specifies the attributes of the vertex buffer
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attributes: &[
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// first attribute: position
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3, // The format of the position attribute is a 3D vector of floats (x, y, z)
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},
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// second attribute: color
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wgpu::VertexAttribute {
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offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x3,
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},
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],
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}
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}
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone, Pod, Zeroable)]
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struct Uniforms {
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transform: [[f32; 4]; 4],
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}
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impl Uniforms {
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fn new() -> Self {
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Self {
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transform: [
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[1.0, 0.0, 0.0, 0.0],
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[0.0, 1.0, 0.0, 0.0],
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[0.0, 0.0, 1.0, 0.0],
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[0.0, 0.0, 0.0, 1.0],
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],
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}
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}
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fn update_position(&mut self, x: f32, y: f32) {
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self.transform[3][0] = x;
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self.transform[3][1] = y;
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}
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}
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struct Ball {
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position: [f32; 2],
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velocity: [f32; 2],
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radius: f32,
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color: [f32; 3], // RGB color
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}
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impl Ball {
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fn new() -> Self {
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Self {
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position: [0.0, 0.0], // Initial position at the center
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velocity: [0.5, 0.5], // Initial velocity <-- x, y
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radius: 0.1, // Radius of the ball
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color: [1.0, 0.5, 0.2], // Orange color
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}
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}
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fn update(&mut self, dt: f32, window_width: f32, window_height: f32) {
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// Update position
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self.position[0] += self.velocity[0] * dt; // Update x position
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self.position[1] += self.velocity[1] * dt; // Update y position
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// Convert window dimensions to normalized coordinates
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let aspect_ratio = window_width / window_height;
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let bounds_x = aspect_ratio;
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let bounds_y = 1.0;
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// update ball size according to window size
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self.radius = 0.1 * (window_width / 800.0); // // Assuming the original window width is 800px
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// Bounce off walls
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if self.position[0] + self.radius > bounds_x || self.position[0] - self.radius < -bounds_x {
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self.velocity[0] = -self.velocity[0] + 0.1 * rand::random::<f32>(); // Add a small random factor to the velocity
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self.position[0] = self.position[0].clamp(-bounds_x + self.radius, bounds_x - self.radius);
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// assign a new random color when bouncing off the wall
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self.color = [
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rand::random::<f32>(),
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rand::random::<f32>(),
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rand::random::<f32>(),
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];
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}
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// if the y position plus the radius is greater than the bounds_y or the y position minus the radius is less than -bounds_y, then bounce off the wall
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if self.position[1] + self.radius > bounds_y || self.position[1] - self.radius < -bounds_y {
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self.velocity[1] = -self.velocity[1] + 0.1 * rand::random::<f32>(); // Add a small random factor to the velocity
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self.position[1] = self.position[1].clamp(-bounds_y + self.radius, bounds_y - self.radius);
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// assign a new random color when bouncing off the wall
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self.color = [
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rand::random::<f32>(),
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rand::random::<f32>(),
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rand::random::<f32>(),
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];
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}
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}
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}
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struct State {
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surface: wgpu::Surface<'static>,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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size: winit::dpi::PhysicalSize<u32>,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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num_indices: u32,
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uniform_buffer: wgpu::Buffer,
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uniform_bind_group: wgpu::BindGroup,
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uniforms: Uniforms,
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ball: Ball,
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last_frame_time: Instant,
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}
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impl State {
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async fn new(window: Arc<Window>) -> Result<Self> {
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let size = window.inner_size();
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// Create the wgpu instance
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let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
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backends: wgpu::Backends::all(),
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..Default::default()
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});
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let surface = instance.create_surface(window)?;
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await?;
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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required_features: wgpu::Features::empty(),
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required_limits: wgpu::Limits::default(),
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label: None,
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memory_hints: Default::default(),
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trace: wgpu::Trace::default(),
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}
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)
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.await?;
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let surface_caps = surface.get_capabilities(&adapter);
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let surface_format = surface_caps
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.formats
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.iter()
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.copied()
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.find(|f| f.is_srgb())
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.unwrap_or(surface_caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: size.width,
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height: size.height,
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present_mode: surface_caps.present_modes[0],
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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};
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surface.configure(&device, &config);
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// Create circle vertices (for the ball)
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let mut vertices = Vec::new();
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let mut indices = Vec::new();
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let segments = 32;
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let radius = 0.1;
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// Center vertex
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vertices.push(Vertex {
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position: [0.0, 0.0, 0.0],
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color: [1.0, 0.2, 0.2], // Orange color
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});
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// Circle vertices
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for i in 0..segments {
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let angle = 2.0 * std::f32::consts::PI * i as f32 / segments as f32;
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let x = radius * angle.cos();
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let y = radius * angle.sin();
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vertices.push(Vertex {
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position: [x, y, 0.0],
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color: [0.1, 0.5, 0.2], // Orange color
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});
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}
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// Create triangles
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for i in 0..segments {
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indices.push(0); // Center
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indices.push(i + 1);
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indices.push(if i + 2 > segments { 1 } else { i + 2 });
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}
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(&vertices),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Index Buffer"),
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contents: bytemuck::cast_slice(&indices),
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usage: wgpu::BufferUsages::INDEX,
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});
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let num_indices = indices.len() as u32;
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// Create uniform buffer
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let uniforms = Uniforms::new();
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let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Uniform Buffer"),
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contents: bytemuck::cast_slice(&[uniforms]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let uniform_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
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||||
}],
|
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label: Some("uniform_bind_group_layout"),
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});
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let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &uniform_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
|
||||
resource: uniform_buffer.as_entire_binding(),
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}],
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||||
label: Some("uniform_bind_group"),
|
||||
});
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// Load shader
|
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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||||
});
|
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|
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let render_pipeline_layout =
|
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&uniform_bind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
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label: Some("Render Pipeline"),
|
||||
layout: Some(&render_pipeline_layout),
|
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vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: Some("vs_main"),
|
||||
buffers: &[Vertex::desc()],
|
||||
compilation_options: Default::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: Some("fs_main"),
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState::REPLACE),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
compilation_options: Default::default(),
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: Some(wgpu::Face::Back),
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
unclipped_depth: false,
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
multiview: None,
|
||||
cache: None,
|
||||
});
|
||||
|
||||
let ball = Ball::new();
|
||||
|
||||
Ok(Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
size,
|
||||
render_pipeline,
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
num_indices,
|
||||
uniform_buffer,
|
||||
uniform_bind_group,
|
||||
uniforms,
|
||||
ball,
|
||||
last_frame_time: Instant::now(),
|
||||
})
|
||||
}
|
||||
|
||||
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.size = new_size;
|
||||
self.config.width = new_size.width;
|
||||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
}
|
||||
}
|
||||
|
||||
fn update(&mut self) {
|
||||
let now = Instant::now();
|
||||
let dt = (now - self.last_frame_time).as_secs_f32();
|
||||
self.last_frame_time = now;
|
||||
|
||||
// Update ball physics
|
||||
self.ball.update(dt, self.size.width as f32, self.size.height as f32);
|
||||
|
||||
// Update uniforms
|
||||
self.uniforms.update_position(self.ball.position[0], self.ball.position[1]);
|
||||
self.queue.write_buffer(
|
||||
&self.uniform_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[self.uniforms]),
|
||||
);
|
||||
|
||||
self.update_vertex_colors();
|
||||
}
|
||||
|
||||
fn update_vertex_colors(&mut self) {
|
||||
let mut vertices = Vec::new();
|
||||
let segments = 32; // Number of segments for the circle
|
||||
let radius = self.ball.radius;
|
||||
|
||||
|
||||
|
||||
// Center vertex with ball's color
|
||||
vertices.push(Vertex {
|
||||
position: [0.0, 0.0, 0.0],
|
||||
color: self.ball.color,
|
||||
});
|
||||
|
||||
// Circle vertices with ball's color
|
||||
for i in 0..segments {
|
||||
let angle = 2.0 * std::f32::consts::PI * i as f32 / segments as f32;
|
||||
let x = radius * angle.cos();
|
||||
let y = radius * angle.sin();
|
||||
|
||||
vertices.push(Vertex {
|
||||
position: [x, y, 0.0],
|
||||
color: self.ball.color,
|
||||
});
|
||||
}
|
||||
|
||||
// Update the vertex buffer with new colors
|
||||
self.vertex_buffer = self.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Vertex Buffer"),
|
||||
contents: bytemuck::cast_slice(&vertices),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
}
|
||||
|
||||
fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
|
||||
let output = self.surface.get_current_texture()?;
|
||||
let view = output
|
||||
.texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
|
||||
let mut encoder = self
|
||||
.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("Render Encoder"),
|
||||
});
|
||||
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Render Pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.1,
|
||||
g: 0.2,
|
||||
b: 0.3,
|
||||
a: 1.0,
|
||||
}),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||||
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
|
||||
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
|
||||
}
|
||||
|
||||
self.queue.submit(std::iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
struct App {
|
||||
state: Option<State>,
|
||||
window: Option<Arc<Window>>,
|
||||
}
|
||||
|
||||
impl ApplicationHandler for App {
|
||||
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
|
||||
let window_attributes = Window::default_attributes()
|
||||
.with_title("Bouncing Ball")
|
||||
.with_inner_size(winit::dpi::LogicalSize::new(800, 800))
|
||||
.with_min_inner_size(winit::dpi::LogicalSize::new(200, 200));
|
||||
|
||||
let window = Arc::new(event_loop.create_window(window_attributes).unwrap());
|
||||
let state = pollster::block_on(State::new(Arc::clone(&window))).unwrap();
|
||||
self.window = Some(window);
|
||||
self.state = Some(state);
|
||||
}
|
||||
|
||||
fn window_event(&mut self, event_loop: &ActiveEventLoop, _id: WindowId, event: WindowEvent) {
|
||||
let Some(state) = &mut self.state else {
|
||||
return;
|
||||
};
|
||||
|
||||
match event {
|
||||
WindowEvent::CloseRequested
|
||||
| WindowEvent::KeyboardInput {
|
||||
event:
|
||||
KeyEvent {
|
||||
state: ElementState::Pressed,
|
||||
physical_key: PhysicalKey::Code(KeyCode::Escape),
|
||||
..
|
||||
},
|
||||
..
|
||||
} => event_loop.exit(),
|
||||
WindowEvent::Resized(physical_size) => {
|
||||
state.resize(physical_size);
|
||||
}
|
||||
WindowEvent::RedrawRequested => {
|
||||
state.update();
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => event_loop.exit(),
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
|
||||
// Request another frame for continuous animation
|
||||
if let Some(window) = &self.window {
|
||||
window.request_redraw();
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
|
||||
// Request initial redraw
|
||||
if let Some(window) = &self.window {
|
||||
window.request_redraw();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn main() -> Result<()> {
|
||||
env_logger::init();
|
||||
|
||||
let event_loop = EventLoop::new()?;
|
||||
event_loop.set_control_flow(ControlFlow::Poll);
|
||||
|
||||
let mut app = App {
|
||||
state: None,
|
||||
window: None,
|
||||
};
|
||||
|
||||
event_loop.run_app(&mut app)?;
|
||||
|
||||
Ok(())
|
||||
}
|
32
src/shader.wgsl
Normal file
32
src/shader.wgsl
Normal file
@ -0,0 +1,32 @@
|
||||
// Vertex shader
|
||||
struct VertexInput {
|
||||
// position and color attributes
|
||||
@location(0) position: vec3<f32>, // Position in 3D space
|
||||
@location(1) color: vec3<f32>, // Color attribute
|
||||
}
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>, // Clip space position
|
||||
@location(0) color: vec3<f32>, // Color output
|
||||
}
|
||||
|
||||
struct Uniforms {
|
||||
transform: mat4x4<f32>, // Transformation matrix
|
||||
}
|
||||
|
||||
@group(0) @binding(0)
|
||||
var<uniform> uniforms: Uniforms;
|
||||
|
||||
@vertex
|
||||
fn vs_main(model: VertexInput) -> VertexOutput {
|
||||
var out: VertexOutput; // Initialize output structure
|
||||
out.color = model.color; // Pass through color attribute
|
||||
out.clip_position = uniforms.transform * vec4<f32>(model.position, 1.0); // Transform position by the uniform matrix
|
||||
return out;
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
@fragment
|
||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
return vec4<f32>(in.color, 1.0);
|
||||
}
|
Reference in New Issue
Block a user