pub const SIMPLE_VERTEX_SHADER: &str = r#"
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) color: vec4<f32>,
@location(2) size: f32,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
}
@vertex
fn vs_main(vertex: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.clip_position = vec4<f32>(vertex.position, 0.0, 1.0);
out.color = vertex.color;
return out;
}
"#;Expand description
Simple vertex shader (currently used for basic point rendering)
Pipeline Stage 1: VERTEX PROCESSING
- Takes each vertex (point) from our Rust Vertex struct
- Converts 2D position (x, y) to 4D GPU clip space (x, y, z, w)
- Passes color through unchanged to fragment shader
Input layout matches our Rust Vertex struct:
- @location(0): position [x, y]
- @location(1): color [r, g, b, a]
- @location(2): size (not currently used)
This shader does minimal work - just format conversion. Perfect for rendering millions of points quickly.