81 lines
1.9 KiB
WebGPU Shading Language
81 lines
1.9 KiB
WebGPU Shading Language
struct VertexInput {
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@builtin(vertex_index) vertex_idx: u32,
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@location(0) pos: vec2<u32>,
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@location(1) dim: u32,
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@location(2) uv: u32,
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@location(3) color: u32,
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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) color: vec4<f32>,
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@location(1) uv: vec2<f32>,
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};
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struct Params {
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screen_resolution: vec2<u32>,
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_pad: vec2<u32>,
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};
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@group(0) @binding(0)
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var<uniform> params: Params;
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@group(0) @binding(1)
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var atlas_texture: texture_2d<f32>;
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@group(0) @binding(2)
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var atlas_sampler: sampler;
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@vertex
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fn vs_main(in_vert: VertexInput) -> VertexOutput {
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var pos = in_vert.pos;
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let width = in_vert.dim & 0xffffu;
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let height = (in_vert.dim & 0xffff0000u) >> 16u;
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let color = in_vert.color;
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var uv = vec2<u32>(in_vert.uv & 0xffffu, (in_vert.uv & 0xffff0000u) >> 16u);
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let v = in_vert.vertex_idx % 4u;
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switch v {
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case 1u: {
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pos.x += width;
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uv.x += width;
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}
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case 2u: {
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pos.x += width;
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pos.y += height;
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uv.x += width;
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uv.y += height;
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}
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case 3u: {
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pos.y += height;
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uv.y += height;
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}
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default: {}
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}
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var vert_output: VertexOutput;
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vert_output.position = vec4<f32>(
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2.0 * vec2<f32>(pos) / vec2<f32>(params.screen_resolution) - 1.0,
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0.0,
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1.0,
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);
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vert_output.position.y *= -1.0;
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vert_output.color = vec4<f32>(
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f32((color & 0xffu)),
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f32((color & 0xff00u) >> 8u),
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f32((color & 0xff0000u) >> 16u),
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f32((color & 0xff000000u) >> 24u),
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) / 255.0;
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vert_output.uv = vec2<f32>(uv) / vec2<f32>(textureDimensions(atlas_texture).xy);
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return vert_output;
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}
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@fragment
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fn fs_main(in_frag: VertexOutput) -> @location(0) vec4<f32> {
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return in_frag.color * textureSample(atlas_texture, atlas_sampler, in_frag.uv).x;
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}
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