pub fn fullscreen_shader_vertex_state() -> VertexState
Expand description
uses the FULLSCREEN_SHADER_HANDLE
to output a
struct FullscreenVertexOutput {
[[builtin(position)]]
position: vec4<f32>;
[[location(0)]]
uv: vec2<f32>;
};
from the vertex shader.
The draw call should render one triangle: render_pass.draw(0..3, 0..1);