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since that is the case for window-space coordinates in the vertex stage. There are no "window-space coordinates in the vertex stage". Or at least, not in the vertex shader. Window-space is not relative to the viewport; it's relative to the window (or framebuffer, in this case). The viewport transform is used to convert from NDC-coordinates (which are ...


2

It looks like you're drawing with pre-multiplied alpha. This means that the red, green, and blue channels have been multiplied by the alpha channel. So your shader should look more like this: precision mediump float; uniform sampler2D uSampler; varying vec2 vTextureCoord; void main() { vec4 originalColor = texture2D(uSampler, vTextureCoord); vec4 ...


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So, I figured it out. While UAV will be necessary when I start manipulating data in Compute Shaders, for the time being, SRV works fine provided the resource is read-only from the fragment shader. The two big problems were Creating an ImageTexture that was receiving the data. Note that the data copy was occurring just fine, but the texture was never used ...


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