glyphon/src/shader.wgsl

72 lines
1.7 KiB
WebGPU Shading Language
Raw Normal View History

2022-05-09 08:49:10 -04:00
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) tex_coords: vec2<f32>,
};
struct Params {
screen_resolution: vec2<u32>,
};
@group(0) @binding(0)
var<uniform> params: Params;
@group(0) @binding(1)
var atlas_texture: texture_2d<f32>;
@group(0) @binding(2)
var atlas_sampler: sampler;
@vertex
fn vs_main(@builtin(vertex_index) vertex_idx: u32, @location(0) in_vert: vec4<f32>, @location(1) tex_coords: vec2<f32>, @location(2) color: u32) -> VertexOutput {
let width = in_vert.z;
let height = in_vert.w;
let v = vertex_idx % 4u;
var pos = in_vert.xy;
var uv = tex_coords;
switch v {
case 0u: {
}
case 1u: {
pos.x += width;
uv.x += width;
}
case 2u: {
pos.x += width;
pos.y += height;
uv.x += width;
uv.y += height;
}
case 3u: {
pos.y += height;
uv.y += height;
}
default: {}
}
pos = 2.0 * pos / vec2<f32>(params.screen_resolution) - 1.0;
pos.y *= -1.0;
var vert_output: VertexOutput;
vert_output.position = vec4<f32>(pos.xy, 0.0, 1.0);
vert_output.color = vec4<f32>(
f32((color & 0xffu)),
f32((color & 0xff00u) >> 8u),
f32((color & 0xff0000u) >> 16u),
f32((color & 0xff000000u) >> 24u),
) / 255.0;
vert_output.tex_coords = uv / vec2<f32>(textureDimensions(atlas_texture).xy);
return vert_output;
}
@fragment
fn fs_main(in_frag: VertexOutput) -> @location(0) vec4<f32> {
return in_frag.color * textureSample(atlas_texture, atlas_sampler, in_frag.tex_coords).x;
}