// @include 'util.wgsl' // ---------------------------------------------------------------------------- // Vertex shader // ---------------------------------------------------------------------------- struct VertexInput { @location(0) position : vec3, @location(1) tex_coords : vec2, }; struct InstanceInput { @location(5) src_top_left: vec2, @location(6) src_dims: vec2, @location(7) dest_top_left: vec2, @location(8) dest_dims: vec2, @location(9) color: vec4, }; struct VertexOutput { @builtin(position) clip_position : vec4, @location(0) tex_coords : vec2, @location(1) color: vec4, }; @vertex fn vs_main(vertex : VertexInput, instance : InstanceInput)->VertexOutput { var out : VertexOutput; out.tex_coords = instance.src_top_left + (vertex.tex_coords * instance.src_dims); out.color = instance.color; let in_pos = instance.dest_top_left + (vec2f(vertex.position.x, vertex.position.y) * instance.dest_dims); let position = adjust_for_resolution(in_pos); out.clip_position = vec4f(position.x, position.y, vertex.position.z, 1.0); return out; } // ---------------------------------------------------------------------------- // Fragment shader // ---------------------------------------------------------------------------- @group(1) @binding(0) var t_diffuse : texture_2d; @group(1) @binding(1) var s_diffuse : sampler; @fragment fn fs_main(in : VertexOutput)->@location(0) vec4 { let tc = vec2(u32(in.tex_coords.x), u32(in.tex_coords.y)); let c = textureLoad(t_diffuse, tc, 0); // If we were going to run this through the sampler it would look like // this... but I don't know if that'w what we should do? Right now the // direct load looks better? // // let tc = in.tex_coords / vec2(textureDimensions(t_diffuse)); // let c = textureSample(t_diffuse, s_diffuse, tc); return vec4( c.r * in.color.x, c.r * in.color.y, c.r * in.color.z, c.r * in.color.a ); //return vec4(1.0,1.0,1.0,1.0); }