/** * Fullscreen triangle utilities for post-processing passes. * Uses a single oversized triangle (3 verts, no vertex buffer) to cover the screen. */ export declare const FULLSCREEN_VERTEX_SHADER = "\nvar pos: array, 3> = array(\n vec2(-1.0, -1.0),\n vec2( 3.0, -1.0),\n vec2(-1.0, 3.0),\n);\n\nstruct VertexOutput {\n @builtin(position) position: vec4,\n @location(0) uv: vec2,\n};\n\n@vertex\nfn vs(@builtin(vertex_index) i: u32) -> VertexOutput {\n var out: VertexOutput;\n let p = pos[i];\n out.position = vec4(p, 0.0, 1.0);\n out.uv = p * vec2(0.5, -0.5) + vec2(0.5);\n return out;\n}\n"; /** Draw a fullscreen triangle (3 vertices, no vertex buffer). */ export declare function drawFullscreenTriangle(pass: GPURenderPassEncoder): void; //# sourceMappingURL=fullscreen-quad.d.ts.map