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In your fragment shader you used: let color = textureLoad(input_tex, vec2<i32>(in.clip_position.xy), 0).rgb;You're taking pixel/texel coordinates of the render target ( You should replace your As to translation, you should be getting translation, because |
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In your fragment shader you used:
You're taking pixel/texel coordinates of the render target (
@builtin(position)under the namein.clip_position) and using them as texel coordinates of theinput_tex. So, no scaling can ever happen — this is always a 1:1 mapping of texels. Notice that you haven't usedin.uvat all!You should replace your
textureLoadcall withtextureSample(input_tex, sampler, in.uv), withsamplerbeing a sampler you've created with appropriate filtering settings for your desired result (probably linear filtering). Technically, you could do the arithmetic yourself and keep usingtextureLoad, but…