2023-12-22 16:51:21 -08:00
|
|
|
struct InstanceInput {
|
2023-12-23 23:24:04 -08:00
|
|
|
@location(2) rotation_matrix_0: vec2<f32>,
|
|
|
|
@location(3) rotation_matrix_1: vec2<f32>,
|
|
|
|
@location(4) position: vec2<f32>,
|
2023-12-25 15:56:27 -08:00
|
|
|
@location(5) size: f32,
|
2023-12-23 23:24:04 -08:00
|
|
|
@location(6) aspect: f32,
|
|
|
|
@location(7) texture_idx: u32,
|
2023-12-22 16:51:21 -08:00
|
|
|
};
|
|
|
|
|
|
|
|
struct VertexInput {
|
|
|
|
@location(0) position: vec3<f32>,
|
2023-12-23 11:01:27 -08:00
|
|
|
@location(1) texture_coords: vec2<f32>,
|
2023-12-22 16:51:21 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
struct VertexOutput {
|
2023-12-23 23:24:04 -08:00
|
|
|
@builtin(position) position: vec4<f32>,
|
2023-12-23 11:01:27 -08:00
|
|
|
@location(0) texture_coords: vec2<f32>,
|
2023-12-22 16:51:21 -08:00
|
|
|
@location(1) index: u32,
|
|
|
|
}
|
|
|
|
|
2023-12-23 23:24:04 -08:00
|
|
|
|
|
|
|
@group(1) @binding(0)
|
|
|
|
var<uniform> global: GlobalUniform;
|
|
|
|
struct GlobalUniform {
|
|
|
|
camera_position: vec2<f32>,
|
2023-12-24 11:08:44 -08:00
|
|
|
camera_zoom: vec2<f32>,
|
2023-12-25 15:56:27 -08:00
|
|
|
camera_zoom_limits: vec2<f32>,
|
2023-12-24 11:08:44 -08:00
|
|
|
window_size: vec2<f32>,
|
|
|
|
window_aspect: vec2<f32>,
|
|
|
|
starfield_texture: vec2<u32>,
|
|
|
|
starfield_tile_size: vec2<f32>,
|
2023-12-25 15:56:27 -08:00
|
|
|
starfield_size_limits: vec2<f32>,
|
2023-12-23 23:24:04 -08:00
|
|
|
};
|
|
|
|
|
|
|
|
|
2023-12-25 11:17:08 -08:00
|
|
|
@group(0) @binding(0)
|
|
|
|
var texture_array: binding_array<texture_2d<f32>>;
|
|
|
|
@group(0) @binding(1)
|
|
|
|
var sampler_array: binding_array<sampler>;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2023-12-22 16:51:21 -08:00
|
|
|
@vertex
|
2023-12-25 11:17:08 -08:00
|
|
|
fn vertex_main(
|
2023-12-23 23:24:04 -08:00
|
|
|
vertex: VertexInput,
|
2023-12-22 16:51:21 -08:00
|
|
|
instance: InstanceInput,
|
|
|
|
) -> VertexOutput {
|
2023-12-23 23:24:04 -08:00
|
|
|
|
|
|
|
// Apply sprite aspect ratio & scale factor
|
|
|
|
// This must be done *before* rotation.
|
2023-12-25 15:56:27 -08:00
|
|
|
let scale = instance.size / global.camera_zoom.x;
|
2023-12-23 23:24:04 -08:00
|
|
|
var pos: vec2<f32> = vec2<f32>(
|
|
|
|
vertex.position.x * instance.aspect * scale,
|
|
|
|
vertex.position.y * scale
|
|
|
|
);
|
|
|
|
|
|
|
|
// Rotate
|
|
|
|
pos = mat2x2<f32>(
|
|
|
|
instance.rotation_matrix_0,
|
|
|
|
instance.rotation_matrix_1,
|
|
|
|
) * pos;
|
|
|
|
|
|
|
|
// Apply screen aspect ratio, again preserving height.
|
|
|
|
// This must be done AFTER rotation... think about it!
|
2023-12-24 11:08:44 -08:00
|
|
|
pos = pos / vec2<f32>(global.window_aspect.x, 1.0);
|
2023-12-23 23:24:04 -08:00
|
|
|
|
|
|
|
// Translate
|
|
|
|
pos = pos + (
|
|
|
|
// Don't forget to correct distance for screen aspect ratio too!
|
2023-12-24 11:08:44 -08:00
|
|
|
(instance.position / global.camera_zoom.x)
|
|
|
|
/ vec2<f32>(global.window_aspect.x, 1.0)
|
2023-12-22 16:51:21 -08:00
|
|
|
);
|
|
|
|
|
|
|
|
var out: VertexOutput;
|
2023-12-23 23:24:04 -08:00
|
|
|
out.position = vec4<f32>(pos, 0.0, 1.0);
|
|
|
|
out.texture_coords = vertex.texture_coords;
|
2023-12-22 16:51:21 -08:00
|
|
|
out.index = instance.texture_idx;
|
|
|
|
return out;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
@fragment
|
2023-12-25 11:17:08 -08:00
|
|
|
fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
2023-12-22 16:51:21 -08:00
|
|
|
return textureSampleLevel(
|
|
|
|
texture_array[in.index],
|
|
|
|
sampler_array[in.index],
|
2023-12-23 11:01:27 -08:00
|
|
|
in.texture_coords,
|
2023-12-22 16:51:21 -08:00
|
|
|
0.0
|
|
|
|
).rgba;
|
|
|
|
}
|