2024-01-04 17:18:31 -08:00
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// INCLUDE: global uniform header
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2024-01-02 19:11:18 -08:00
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struct InstanceInput {
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@location(2) position: vec2<f32>,
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@location(3) velocity: vec2<f32>,
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@location(4) angle: f32,
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@location(5) angvel: f32,
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@location(6) size: f32,
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@location(7) created: f32,
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@location(8) expires: f32,
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@location(9) fade: f32,
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@location(10) 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) tween: f32,
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@location(1) fade: f32,
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@location(2) texture_index_a: u32,
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@location(3) texture_coords_a: vec2<f32>,
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@location(4) texture_index_b: u32,
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@location(5) texture_coords_b: 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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2024-01-04 21:30:12 -08:00
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// INCLUDE: animate.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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var out: VertexOutput;
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// Skip expired particles
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if instance.expires < global_data.current_time.x {
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out.tween = 0.0;
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out.texture_index_a = u32(0);
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out.texture_index_b = u32(0);
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out.texture_coords_a = vec2(0.0, 0.0);
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out.texture_coords_b = vec2(0.0, 0.0);
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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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let age = global_data.current_time.x - instance.created;
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// Apply transformations
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let angle = instance.angle + age * instance.angvel;
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var scale: f32 = instance.size / global_data.camera_zoom.x;
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var pos: vec2<f32> = vec2(
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vertex.position.x * scale * global_sprites[instance.sprite_index].aspect,
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vertex.position.y * scale
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);
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// Correct angle, since sprites point north and zero degrees is east
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pos = mat2x2(
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vec2(cos(angle - 1.5708), sin(angle - 1.5708)),
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vec2(-sin(angle - 1.5708), cos(angle - 1.5708))
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) * pos;
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var trans: vec2<f32> = (instance.position + (instance.velocity * age) - global_data.camera_position);
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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 + vec2(
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trans.x / (global_data.camera_zoom.x / 2.0) / global_data.window_aspect.x,
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trans.y / (global_data.camera_zoom.x / 2.0)
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);
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out.position = vec4(pos, 0.0, 1.0);
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if instance.expires - global_data.current_time.x <= instance.fade {
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out.fade = (instance.expires - global_data.current_time.x) / instance.fade;
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} else {
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out.fade = 1.0;
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}
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// Compute texture coordinates
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let frame = animate(instance.sprite_index, age, 0.0);
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out.tween = fract(frame);
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let t = global_atlas[u32(floor(frame))];
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out.texture_index_a = u32(t.atlas_texture);
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out.texture_coords_a = vec2(t.xpos, t.ypos);
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if vertex.texture_coords.x == 1.0 {
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out.texture_coords_a = out.texture_coords_a + vec2(t.width, 0.0);
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}
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if vertex.texture_coords.y == 1.0 {
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out.texture_coords_a = out.texture_coords_a + vec2(0.0, t.height);
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}
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let b = global_atlas[u32(floor(animate(instance.sprite_index, age, 1.0)))];
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out.texture_index_b = u32(b.atlas_texture);
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out.texture_coords_b = vec2(b.xpos, b.ypos);
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if vertex.texture_coords.x == 1.0 {
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out.texture_coords_b = out.texture_coords_b + vec2(b.width, 0.0);
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}
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if vertex.texture_coords.y == 1.0 {
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out.texture_coords_b = out.texture_coords_b + vec2(0.0, b.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 mix(
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textureSampleLevel(
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texture_array[in.texture_index_a],
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sampler_array[0],
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in.texture_coords_a,
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0.0
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).rgba,
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textureSampleLevel(
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texture_array[in.texture_index_b],
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sampler_array[0],
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in.texture_coords_b,
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0.0
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).rgba,
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in.tween
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) * vec4(1.0, 1.0, 1.0, in.fade);
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}
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