// Vertex shader struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) tex_coords: vec2, }; @vertex fn vs_main( @builtin(vertex_index) in_vertex_index: u32, ) -> VertexOutput { var out: VertexOutput; var x: f32; var y: f32; switch in_vertex_index { case 0u, 3u: { x = -1.0; y = 1.0; } case 1u: { x = -1.0; y = -1.0; } case 2u, 4u: { x = 1.0; y = -1.0; } default: { x = 1.0; y = 1.0; } } out.clip_position = vec4(x, y, 0.0, 1.0); out.tex_coords = vec2((x + 1.0) / 2.0, (1.0 - y) / 2.0); return out; } // Fragment shader @group(0) @binding(0) var u_texture: texture_2d; @group(0) @binding(1) var u_sampler: sampler; struct Colors { left: vec4, right: vec4, }; @group(0) @binding(2) var colors: Colors; @fragment fn fs_lefteye(in: VertexOutput) -> @location(0) vec4 { let brt = textureSample(u_texture, u_sampler, in.tex_coords); return colors.left * brt[0]; } @fragment fn fs_righteye(in: VertexOutput) -> @location(0) vec4 { let brt = textureSample(u_texture, u_sampler, in.tex_coords); return colors.left * brt[1]; } @fragment fn fs_anaglyph(in: VertexOutput) -> @location(0) vec4 { let brt = textureSample(u_texture, u_sampler, in.tex_coords); return colors.left * brt[0] + colors.right * brt[1]; } @fragment fn fs_sidebyside(in: VertexOutput) -> @location(0) vec4 { var point = in.tex_coords; point.x = (point.x * 2.0) % 1.0; let brt = textureSample(u_texture, u_sampler, point); if in.tex_coords.x < 0.5 { return colors.left * brt[0]; } else { return colors.left * brt[1]; }; }