Implement MSAA for triangle pipeline in iced_wgpu
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15 changed files with 539 additions and 73 deletions
12
wgpu/src/shader/blit.frag
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12
wgpu/src/shader/blit.frag
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#version 450
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layout(location = 0) in vec2 v_Uv;
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layout(set = 0, binding = 0) uniform sampler u_Sampler;
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layout(set = 1, binding = 0) uniform texture2D u_Texture;
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layout(location = 0) out vec4 o_Color;
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void main() {
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o_Color = texture(sampler2D(u_Texture, u_Sampler), v_Uv);
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}
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