47 lines
1.4 KiB
WebGPU Shading Language
47 lines
1.4 KiB
WebGPU Shading Language
[[block]]
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struct Globals {
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transform: mat4x4<f32>;
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};
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[[group(0), binding(0)]] var<uniform> globals: Globals;
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[[group(0), binding(1)]] var u_sampler: sampler;
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[[group(1), binding(0)]] var u_texture: texture_2d_array<f32>;
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struct VertexInput {
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[[location(0)]] v_pos: vec2<f32>;
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[[location(1)]] pos: vec2<f32>;
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[[location(2)]] scale: vec2<f32>;
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[[location(3)]] atlas_pos: vec2<f32>;
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[[location(4)]] atlas_scale: vec2<f32>;
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[[location(5)]] 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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};
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[[stage(vertex)]]
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fn vs_main(input: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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out.uv = vec2<f32>(input.v_pos * input.atlas_scale + input.atlas_pos);
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out.layer = f32(input.layer);
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var transform: mat4x4<f32> = mat4x4<f32>(
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vec4<f32>(input.scale.x, 0.0, 0.0, 0.0),
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vec4<f32>(0.0, input.scale.y, 0.0, 0.0),
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vec4<f32>(0.0, 0.0, 1.0, 0.0),
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vec4<f32>(input.pos, 0.0, 1.0)
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);
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out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
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return out;
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}
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[[stage(fragment)]]
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fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
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return textureSample(u_texture, u_sampler, input.uv, i32(input.layer));
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}
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