Comments (3)
Similar issue with the code below from https://sotrh.github.io/learn-wgpu/beginner/tutorial4-buffer/#so-what-do-i-do-with-it:
Current version:
// Vertex shader
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec3<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec3<f32>,
};
@vertex
fn vs_main(
model: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
out.color = model.color;
out.clip_position = vec4<f32>(model.position, 1.0);
return out;
}
// Fragment shader
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(in.color, 1.0);
}
Fixed version:
// Vertex shader
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec3<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec3<f32>,
};
@vertex
fn vs_main(
model: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
out.color = model.color;
let x = model.position[0];
let y = model.position[1];
let z = model.position[2];
out.clip_position = vec4<f32>(x,y,z, 1.0);
return out;
}
// Fragment shader
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let r = in.color[0];
let g = in.color[1];
let b = in.color[2];
return vec4<f32>(r, g, b, 1.0);
}
from learn-wgpu.
Hmm that's odd, both of those are working for me. Did you get any error messages?
from learn-wgpu.
I haven't been able to reproduce this so I'm closing this for now.
from learn-wgpu.
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