48 lines
1.4 KiB
WebGPU Shading Language
48 lines
1.4 KiB
WebGPU Shading Language
struct Globals {
|
|
transform: mat4x4<f32>,
|
|
}
|
|
|
|
@group(0) @binding(0) var<uniform> globals: Globals;
|
|
@group(0) @binding(1) var u_sampler: sampler;
|
|
@group(1) @binding(0) var u_texture: texture_2d_array<f32>;
|
|
|
|
struct VertexInput {
|
|
@builtin(vertex_index) vertex_index: u32,
|
|
@location(0) pos: vec2<f32>,
|
|
@location(1) scale: vec2<f32>,
|
|
@location(2) atlas_pos: vec2<f32>,
|
|
@location(3) atlas_scale: vec2<f32>,
|
|
@location(4) 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.
|
|
}
|
|
|
|
@vertex
|
|
fn vs_main(input: VertexInput) -> VertexOutput {
|
|
var out: VertexOutput;
|
|
|
|
let v_pos = vertex_position(input.vertex_index);
|
|
|
|
out.uv = vec2<f32>(v_pos * input.atlas_scale + input.atlas_pos);
|
|
out.layer = f32(input.layer);
|
|
|
|
var transform: mat4x4<f32> = mat4x4<f32>(
|
|
vec4<f32>(input.scale.x, 0.0, 0.0, 0.0),
|
|
vec4<f32>(0.0, input.scale.y, 0.0, 0.0),
|
|
vec4<f32>(0.0, 0.0, 1.0, 0.0),
|
|
vec4<f32>(input.pos, 0.0, 1.0)
|
|
);
|
|
|
|
out.position = globals.transform * transform * vec4<f32>(v_pos, 0.0, 1.0);
|
|
|
|
return out;
|
|
}
|
|
|
|
@fragment
|
|
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
|
|
return textureSample(u_texture, u_sampler, input.uv, i32(input.layer));
|
|
}
|