oden/src/text_shader.wgsl
John Doty 994be3e493 [oden] Re-work the way that scaling works
This is part of making the text scale properly, you'll see.
2023-09-02 08:34:42 -07:00

62 lines
2 KiB
WebGPU Shading Language

// @include 'util.wgsl'
// ----------------------------------------------------------------------------
// Vertex shader
// ----------------------------------------------------------------------------
struct VertexInput {
@location(0) position : vec3<f32>,
@location(1) tex_coords : vec2<f32>,
};
struct InstanceInput {
@location(5) src_top_left: vec2<f32>,
@location(6) src_dims: vec2<f32>,
@location(7) dest_top_left: vec2<f32>,
@location(8) dest_dims: vec2<f32>,
@location(9) color: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position : vec4<f32>,
@location(0) tex_coords : vec2<f32>,
@location(1) color: vec4<f32>,
};
@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<f32>;
@group(1) @binding(1) var s_diffuse : sampler;
@fragment fn fs_main(in : VertexOutput)->@location(0) vec4<f32> {
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<f32>(textureDimensions(t_diffuse));
// let c = textureSample(t_diffuse, s_diffuse, tc);
return vec4<f32>(
c.r * in.color.x,
c.r * in.color.y,
c.r * in.color.z,
c.r * in.color.a
);
//return vec4<f32>(1.0,1.0,1.0,1.0);
}