Shared Inter-Stage
Demonstrates a single struct shared between vertex and fragment stages. VertexOutput serves as both the vertex return type and the fragment input, with #[builtin(position)] and #[location] decorations.
Rust Source
#![allow(unused)]
fn main() {
#[wgsl]
pub mod shared_inter_stage {
use wgsl_rs::std::*;
/// Vertex output / fragment input — a single struct shared across stages.
pub struct VertexOutput {
#[builtin(position)]
pub clip_position: Vec4f,
#[location(0)]
pub color: Vec4f,
}
#[vertex]
pub fn vs_main(#[builtin(vertex_index)] vertex_index: u32) -> VertexOutput {
const POS: [Vec2f; 3] = [vec2f(0.0, 0.5), vec2f(-0.5, -0.5), vec2f(0.5, -0.5)];
let position = POS[vertex_index as usize];
VertexOutput {
clip_position: vec4f(position.x(), position.y(), 0.0, 1.0),
color: vec4f(1.0, 0.0, 0.0, 1.0),
}
}
#[fragment]
pub fn fs_main(input: VertexOutput) -> Vec4f {
input.color
}
}
}
Generated WGSL
struct VertexOutput {
@builtin(position) clip_position: vec4f,
@location(0) color: vec4f
}
@vertex fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
const POS: array<vec2f, 3> = array(vec2f(0.0, 0.5), vec2f(-0.5, -0.5), vec2f(0.5, -0.5));
let position = POS[u32(vertex_index)];
return VertexOutput(vec4f(position.x, position.y, 0.0, 1.0), vec4f(1.0, 0.0, 0.0, 1.0));
}
@fragment fn fs_main(input: VertexOutput) -> @location(0) vec4f {
return input.color;
}
Notes
- One struct can serve as both the vertex shader’s output and the fragment shader’s input, matching the WGSL convention where vertex output structs feed fragment input structs.
- Struct literals become positional constructor calls in WGSL.