Compute vertex position in shader

This commit is contained in:
Jim Eckerlein 2023-09-24 15:10:19 +02:00
parent bc9bb28b1c
commit 3f467d1212
6 changed files with 60 additions and 128 deletions

View file

@ -37,3 +37,11 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
rx = select(rx, ry, position.y > center.y);
return rx;
}
// Compute the normalized quad coordinates based on the vertex index.
fn vertex_position(vertex_index: u32) -> vec2<f32> {
// #: 0 1 2 3 4 5
// x: 1 1 0 0 0 1
// y: 1 0 0 0 1 1
return vec2<f32>((vec2(1u, 2u) + vertex_index) % 6u < 3u);
}

View file

@ -1,5 +1,5 @@
struct GradientVertexInput {
@location(0) v_pos: vec2<f32>,
@builtin(vertex_index) vertex_index: u32,
@location(1) @interpolate(flat) colors_1: vec4<u32>,
@location(2) @interpolate(flat) colors_2: vec4<u32>,
@location(3) @interpolate(flat) colors_3: vec4<u32>,
@ -48,7 +48,7 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
);
out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
out.colors_1 = input.colors_1;
out.colors_2 = input.colors_2;
out.colors_3 = input.colors_3;

View file

@ -1,5 +1,5 @@
struct SolidVertexInput {
@location(0) v_pos: vec2<f32>,
@builtin(vertex_index) vertex_index: u32,
@location(1) color: vec4<f32>,
@location(2) pos: vec2<f32>,
@location(3) scale: vec2<f32>,
@ -40,7 +40,7 @@ fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
);
out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
out.color = input.color;
out.border_color = input.border_color;
out.pos = pos;