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// INCLUDE: global uniform header
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struct InstanceInput {
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@location(2) anchor: u32,
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@location(3) position: vec2<f32>,
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@location(4) angle: f32,
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@location(5) size: f32,
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@location(6) color_transform: vec4<f32>,
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@location(7) sprite_index: u32,
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};
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) texture_coords: vec2<f32>,
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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) texture_coords: vec2<f32>,
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@location(1) texture_index: u32,
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@location(2) color_transform: vec4<f32>,
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}
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@group(0) @binding(0)
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var texture_array: binding_array<texture_2d<f32>>;
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@group(0) @binding(1)
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var sampler_array: binding_array<sampler>;
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// INCLUDE: animate.wgsl
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// INCLUDE: anchor.wgsl
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@vertex
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fn vertex_main(
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vertex: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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let window_dim = global_data.window_size / global_data.window_scale.x;
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let scale = instance.size / window_dim.y;
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let sprite_aspect = global_sprites[instance.sprite_index].aspect;
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// Apply scale and sprite aspect
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// Note that our mesh starts centered at (0, 0). This is important!
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var pos: vec2<f32> = vec2(
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vertex.position.x * scale * sprite_aspect,
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vertex.position.y * scale
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);
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// Apply rotation
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pos = mat2x2(
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vec2(cos(instance.angle), sin(instance.angle)),
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vec2(-sin(instance.angle), cos(instance.angle))
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) * pos;
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// Correct for screen aspect, preserving height
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pos = vec2(
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pos.x / global_data.window_aspect.x,
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pos.y
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);
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pos = pos + anchor(
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instance.anchor,
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instance.position,
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vec2(instance.size * sprite_aspect, instance.size)
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);
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var out: VertexOutput;
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out.position = vec4<f32>(pos, 1.0, 1.0);
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out.color_transform = instance.color_transform;
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// TODO: animate
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// Pick texture frame
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let t = global_atlas[u32(animate(instance.sprite_index, global_data.current_time.x, 0.0))];
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out.texture_index = u32(t.atlas_texture);
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out.texture_coords = vec2(t.xpos, t.ypos);
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if vertex.texture_coords.x == 1.0 {
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out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y);
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}
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if vertex.texture_coords.y == 1.0 {
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out.texture_coords = vec2(out.texture_coords.x, out.texture_coords.y + t.height);
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}
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return out;
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}
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@fragment
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fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSampleLevel(
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texture_array[in.texture_index],
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sampler_array[0],
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in.texture_coords,
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0.0
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).rgba * in.color_transform;
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}
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