Introduce dynamic opacity support for Image and Svg

This commit is contained in:
Héctor Ramón Jiménez 2024-05-03 13:25:58 +02:00
parent 38cf87cb45
commit fa9e1d96ea
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GPG key ID: 7CC46565708259A7
18 changed files with 142 additions and 33 deletions

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@ -12,15 +12,17 @@ struct VertexInput {
@location(1) center: vec2<f32>,
@location(2) scale: vec2<f32>,
@location(3) rotation: f32,
@location(4) atlas_pos: vec2<f32>,
@location(5) atlas_scale: vec2<f32>,
@location(6) layer: i32,
@location(4) opacity: f32,
@location(5) atlas_pos: vec2<f32>,
@location(6) atlas_scale: vec2<f32>,
@location(7) layer: i32,
}
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) layer: f32, // this should be an i32, but naga currently reads that as requiring interpolation.
@location(2) opacity: f32,
}
@vertex
@ -33,6 +35,7 @@ fn vs_main(input: VertexInput) -> VertexOutput {
// Map the vertex position to the atlas texture.
out.uv = vec2<f32>(v_pos * input.atlas_scale + input.atlas_pos);
out.layer = f32(input.layer);
out.opacity = input.opacity;
// Calculate the vertex position and move the center to the origin
v_pos = input.pos + v_pos * input.scale - input.center;
@ -56,5 +59,5 @@ fn vs_main(input: VertexInput) -> VertexOutput {
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
// Sample the texture at the given UV coordinate and layer.
return textureSample(u_texture, u_sampler, input.uv, i32(input.layer));
return textureSample(u_texture, u_sampler, input.uv, i32(input.layer)) * vec4<f32>(1.0, 1.0, 1.0, input.opacity);
}