WGSL language preview
1. Vertex shader
entry points, attributes, and builtin types
horizon-dark
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec3<f32>,
}
@vertex
fn vs_main(@location(0) pos: vec2<f32>) -> VertexOutput {
var out: VertexOutput;
out.position = vec4<f32>(pos, 0.0, 1.0);
out.color = vec3<f32>(1.0, 0.5, 0.25);
return out;
} atom-one-dark
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec3<f32>,
}
@vertex
fn vs_main(@location(0) pos: vec2<f32>) -> VertexOutput {
var out: VertexOutput;
out.position = vec4<f32>(pos, 0.0, 1.0);
out.color = vec3<f32>(1.0, 0.5, 0.25);
return out;
} github-dark
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec3<f32>,
}
@vertex
fn vs_main(@location(0) pos: vec2<f32>) -> VertexOutput {
var out: VertexOutput;
out.position = vec4<f32>(pos, 0.0, 1.0);
out.color = vec3<f32>(1.0, 0.5, 0.25);
return out;
} dracula
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec3<f32>,
}
@vertex
fn vs_main(@location(0) pos: vec2<f32>) -> VertexOutput {
var out: VertexOutput;
out.position = vec4<f32>(pos, 0.0, 1.0);
out.color = vec3<f32>(1.0, 0.5, 0.25);
return out;
} nord
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec3<f32>,
}
@vertex
fn vs_main(@location(0) pos: vec2<f32>) -> VertexOutput {
var out: VertexOutput;
out.position = vec4<f32>(pos, 0.0, 1.0);
out.color = vec3<f32>(1.0, 0.5, 0.25);
return out;
} github
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec3<f32>,
}
@vertex
fn vs_main(@location(0) pos: vec2<f32>) -> VertexOutput {
var out: VertexOutput;
out.position = vec4<f32>(pos, 0.0, 1.0);
out.color = vec3<f32>(1.0, 0.5, 0.25);
return out;
} 2. Compute shader
bindings and workgroups
horizon-dark
@group(0) @binding(0) var<storage, read_write> data: array<f32>;
const stride: u32 = 1u;
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
let i = id.x * stride;
data[i] = data[i] * 2.0;
} atom-one-dark
@group(0) @binding(0) var<storage, read_write> data: array<f32>;
const stride: u32 = 1u;
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
let i = id.x * stride;
data[i] = data[i] * 2.0;
} github-dark
@group(0) @binding(0) var<storage, read_write> data: array<f32>;
const stride: u32 = 1u;
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
let i = id.x * stride;
data[i] = data[i] * 2.0;
} dracula
@group(0) @binding(0) var<storage, read_write> data: array<f32>;
const stride: u32 = 1u;
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
let i = id.x * stride;
data[i] = data[i] * 2.0;
} nord
@group(0) @binding(0) var<storage, read_write> data: array<f32>;
const stride: u32 = 1u;
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
let i = id.x * stride;
data[i] = data[i] * 2.0;
} github
@group(0) @binding(0) var<storage, read_write> data: array<f32>;
const stride: u32 = 1u;
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
let i = id.x * stride;
data[i] = data[i] * 2.0;
} 3. Fragment shader
short vector aliases and texture builtins
horizon-dark
@group(0) @binding(0) var t: texture_2d<f32>;
@group(0) @binding(1) var samp: sampler;
@fragment
fn fs_main(@location(0) uv: vec2f) -> @location(0) vec4f {
let color = textureSample(t, samp, uv);
return color * vec4f(1.0, 1.0, 1.0, 1.0);
} atom-one-dark
@group(0) @binding(0) var t: texture_2d<f32>;
@group(0) @binding(1) var samp: sampler;
@fragment
fn fs_main(@location(0) uv: vec2f) -> @location(0) vec4f {
let color = textureSample(t, samp, uv);
return color * vec4f(1.0, 1.0, 1.0, 1.0);
} github-dark
@group(0) @binding(0) var t: texture_2d<f32>;
@group(0) @binding(1) var samp: sampler;
@fragment
fn fs_main(@location(0) uv: vec2f) -> @location(0) vec4f {
let color = textureSample(t, samp, uv);
return color * vec4f(1.0, 1.0, 1.0, 1.0);
} dracula
@group(0) @binding(0) var t: texture_2d<f32>;
@group(0) @binding(1) var samp: sampler;
@fragment
fn fs_main(@location(0) uv: vec2f) -> @location(0) vec4f {
let color = textureSample(t, samp, uv);
return color * vec4f(1.0, 1.0, 1.0, 1.0);
} nord
@group(0) @binding(0) var t: texture_2d<f32>;
@group(0) @binding(1) var samp: sampler;
@fragment
fn fs_main(@location(0) uv: vec2f) -> @location(0) vec4f {
let color = textureSample(t, samp, uv);
return color * vec4f(1.0, 1.0, 1.0, 1.0);
} github
@group(0) @binding(0) var t: texture_2d<f32>;
@group(0) @binding(1) var samp: sampler;
@fragment
fn fs_main(@location(0) uv: vec2f) -> @location(0) vec4f {
let color = textureSample(t, samp, uv);
return color * vec4f(1.0, 1.0, 1.0, 1.0);
}