Working self contained rendering (simple circle)
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@@ -0,0 +1,39 @@
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struct VertexOutput {
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@builtin(position) position: vec4f,
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@location(0) uv: vec2f,
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};
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@vertex
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fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
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var output: VertexOutput;
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// Hardcoded fullscreen quad layout using 4 vertices (Triangle Strip)
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// Indexes: 0: Top-Left, 1: Bottom-Left, 2: Top-Right, 3: Bottom-Right
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var pos = array<vec2f, 4>(
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vec2f(-1.0, 1.0),
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vec2f(-1.0, -1.0),
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vec2f( 1.0, 1.0),
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vec2f( 1.0, -1.0)
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);
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output.position = vec4f(pos[vertex_index], 0.0, 1.0);
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output.uv = pos[vertex_index]; // Ranges cleanly from -1.0 to 1.0
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return output;
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}
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@fragment
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fn fs_main(input: VertexOutput) -> @location(0) vec4f {
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// Distance from the center (0,0)
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let distance = length(input.uv);
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let radius = 0.5;
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// Smooth out pixel edges (anti-aliasing)
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let edge_softness = 0.005;
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let alpha = 1.0 - smoothstep(radius - edge_softness, radius + edge_softness, distance);
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if (alpha <= 0.0) {
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discard;
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}
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// Draw a sharp/smooth red circle
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return vec4f(1.0, 0.3, 0.3, alpha);
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}
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