Minor edits
parent
64f930b391
commit
d09158a324
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@ -33,12 +33,12 @@ var sampler_array: binding_array<sampler>;
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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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fn transform_vertex(
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instance: InstanceInput,
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vertex_position: vec3<f32>,
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texture_index: u32,
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) -> vec4<f32> {
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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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@ -50,8 +50,8 @@ fn vertex_main(
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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 * aspect,
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vertex.position.y * scale
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vertex_position.x * scale * aspect,
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vertex_position.y * scale
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);
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// Apply rotation (and adjust sprite angle, since sprites point north)
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@ -72,10 +72,27 @@ fn vertex_main(
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vec2(instance.size * 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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return vec4<f32>(pos, 0.0, 1.0);
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}
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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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// TODO: this will break if we try to use texture 0.
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// implement animations for ui sprites & fix that here.
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let pos = transform_vertex(
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instance,
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vertex.position,
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instance.texture_index.x,
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);
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var out: VertexOutput;
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out.position = pos;
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out.color_transform = instance.color_transform;
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// TODO: function to get texture from sprite
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@ -108,7 +125,6 @@ fn vertex_main(
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out.mask_index = vec2(0u, 0u);
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}
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return out;
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}
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