85 lines
1.9 KiB
Plaintext
85 lines
1.9 KiB
Plaintext
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struct InstanceInput {
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@location(2) position: vec3<f32>,
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@location(3) size: f32,
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@location(4) expires: f32,
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@location(5) texture_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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}
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@group(1) @binding(0)
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var<uniform> global: GlobalUniform;
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struct GlobalUniform {
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camera_position: vec2<f32>,
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camera_zoom: vec2<f32>,
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camera_zoom_limits: vec2<f32>,
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window_size: vec2<f32>,
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window_aspect: vec2<f32>,
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starfield_texture: vec2<u32>,
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starfield_tile_size: vec2<f32>,
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starfield_size_limits: vec2<f32>,
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current_time: vec2<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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@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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var out: VertexOutput;
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out.texture_coords = vertex.texture_coords;
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out.texture_index = instance.texture_index;
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if instance.expires < global.current_time.x {
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out.position = vec4<f32>(2.0, 2.0, 0.0, 1.0);
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return out;
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}
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var scale: f32 = instance.size / global.camera_zoom.x;
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var pos: vec2<f32> = vec2(vertex.position.x, vertex.position.y);
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pos = pos * vec2<f32>(
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1.0 * scale / global.window_aspect.x,
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scale
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);
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var ipos: vec2<f32> = vec2(instance.position.x, instance.position.y) - global.camera_position;
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pos = pos + vec2<f32>(
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ipos.x / (global.camera_zoom.x/2.0) / global.window_aspect.x,
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ipos.y / (global.camera_zoom.x/2.0)
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);
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out.position = vec4<f32>(pos, 0.0, 1.0) * instance.position.z;
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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;
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}
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