import shaderCode from "./shader.wgsl?raw"
const adapter = await navigator.gpu.requestAdapter()
throw new Error("WebGPU cannot be initialized - Adapter not found")
const device = await adapter.requestDevice()
throw new Error("WebGPU cannot be initialized - Device has been lost")
const canvas = document.querySelector("canvas")
const context = canvas!.getContext("webgpu")
throw new Error("WebGPU cannot be initialized - Canvas does not support WebGPU")
const canvasFormat = navigator.gpu.getPreferredCanvasFormat()
context.configure({ device, format: canvasFormat })
const vertices = new Float32Array([
const vertexBuffer = device.createBuffer({
size: vertices.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST
device.queue.writeBuffer(vertexBuffer, 0, vertices)
const indices = new Uint16Array([
const indexBuffer = device.createBuffer({
size: indices.byteLength,
usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST
device.queue.writeBuffer(indexBuffer, 0, indices)
const uResolution = [canvas!.width, canvas!.height]
const uniform = new Float32Array([uTime, 0.0, ...uResolution]) // ゼロパディングが必要
const uniformBuffer = device.createBuffer({
size: uniform.byteLength,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
device.queue.writeBuffer(uniformBuffer, 0, uniform)
const shaderModule = device.createShaderModule({ code: shaderCode })
const renderPipeline = device.createRenderPipeline({
arrayStride: vertices.BYTES_PER_ELEMENT * 2,
const uniformBindGroup = device.createBindGroup({
layout: renderPipeline.getBindGroupLayout(0),
binding: 0, // @binding(0) in shader
const startTime = new Date().getTime()
const elapsed = new Date().getTime() - startTime
const uTime = elapsed * 0.001 // 秒に変換
const uniform = new Float32Array([uTime, 0.0, ...uResolution]) // ゼロパディングが必要
device.queue.writeBuffer(uniformBuffer, 0, uniform)
const commandEncoder = device.createCommandEncoder()
const renderPass = commandEncoder.beginRenderPass({
view: context.getCurrentTexture().createView(),
clearValue: { r: 0.32, g: 0.34, b: 0.36, a: 1 },
renderPass.setPipeline(renderPipeline)
renderPass.setBindGroup(0, uniformBindGroup)
renderPass.setVertexBuffer(0, vertexBuffer)
renderPass.setIndexBuffer(indexBuffer, "uint16")
renderPass.drawIndexed(indices.length)
device.queue.submit([commandEncoder.finish()])
requestAnimationFrame(frame)