Galactica/crates/render/shaders/object.wgsl

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struct InstanceInput {
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@location(2) transform_matrix_0: vec4<f32>,
@location(3) transform_matrix_1: vec4<f32>,
@location(4) transform_matrix_2: vec4<f32>,
@location(5) transform_matrix_3: vec4<f32>,
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@location(6) texture_index: u32,
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};
struct VertexInput {
@location(0) position: vec3<f32>,
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@location(1) texture_coords: vec2<f32>,
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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)
var<uniform> global: GlobalUniform;
struct GlobalUniform {
camera_position: vec2<f32>,
camera_zoom: vec2<f32>,
camera_zoom_limits: vec2<f32>,
window_size: vec2<f32>,
window_aspect: vec2<f32>,
starfield_texture: vec2<u32>,
starfield_tile_size: vec2<f32>,
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)
var texture_array: binding_array<texture_2d<f32>>;
@group(0) @binding(1)
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,
) -> VertexOutput {
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let transform = mat4x4<f32>(
instance.transform_matrix_0,
instance.transform_matrix_1,
instance.transform_matrix_2,
instance.transform_matrix_3,
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);
var out: VertexOutput;
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out.position = transform * vec4<f32>(vertex.position, 1.0);
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out.texture_coords = vertex.texture_coords;
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out.texture_index = instance.texture_index;
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return out;
}
@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
).rgba;
}