Introduce dynamic opacity support for Image and Svg
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38cf87cb45
commit
fa9e1d96ea
18 changed files with 142 additions and 33 deletions
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@ -12,15 +12,17 @@ struct VertexInput {
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@location(1) center: vec2<f32>,
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@location(2) scale: vec2<f32>,
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@location(3) rotation: f32,
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@location(4) atlas_pos: vec2<f32>,
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@location(5) atlas_scale: vec2<f32>,
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@location(6) layer: i32,
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@location(4) opacity: f32,
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@location(5) atlas_pos: vec2<f32>,
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@location(6) atlas_scale: vec2<f32>,
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@location(7) layer: i32,
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}
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) uv: vec2<f32>,
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@location(1) layer: f32, // this should be an i32, but naga currently reads that as requiring interpolation.
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@location(2) opacity: f32,
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}
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@vertex
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@ -33,6 +35,7 @@ fn vs_main(input: VertexInput) -> VertexOutput {
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// Map the vertex position to the atlas texture.
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out.uv = vec2<f32>(v_pos * input.atlas_scale + input.atlas_pos);
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out.layer = f32(input.layer);
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out.opacity = input.opacity;
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// Calculate the vertex position and move the center to the origin
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v_pos = input.pos + v_pos * input.scale - input.center;
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@ -56,5 +59,5 @@ fn vs_main(input: VertexInput) -> VertexOutput {
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@fragment
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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// Sample the texture at the given UV coordinate and layer.
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return textureSample(u_texture, u_sampler, input.uv, i32(input.layer));
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return textureSample(u_texture, u_sampler, input.uv, i32(input.layer)) * vec4<f32>(1.0, 1.0, 1.0, input.opacity);
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}
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