struct InstanceInput { @location(2) transform_matrix_0: vec4, @location(3) transform_matrix_1: vec4, @location(4) transform_matrix_2: vec4, @location(5) transform_matrix_3: vec4, @location(6) texture_idx: u32, }; struct VertexInput { @location(0) position: vec3, @location(1) texture_coords: vec2, } struct VertexOutput { @builtin(position) position: vec4, @location(0) texture_coords: vec2, @location(1) index: u32, } @group(1) @binding(0) var global: GlobalUniform; struct GlobalUniform { camera_position: vec2, camera_zoom: vec2, camera_zoom_limits: vec2, window_size: vec2, window_aspect: vec2, starfield_texture: vec2, starfield_tile_size: vec2, starfield_size_limits: vec2, }; @group(0) @binding(0) var texture_array: binding_array>; @group(0) @binding(1) var sampler_array: binding_array; @vertex fn vertex_main( vertex: VertexInput, instance: InstanceInput, ) -> VertexOutput { let transform = mat4x4( instance.transform_matrix_0, instance.transform_matrix_1, instance.transform_matrix_2, instance.transform_matrix_3, ); var out: VertexOutput; out.position = transform * vec4(vertex.position, 1.0); out.texture_coords = vertex.texture_coords; out.index = instance.texture_idx; return out; } @fragment fn fragment_main(in: VertexOutput) -> @location(0) vec4 { return textureSampleLevel( texture_array[in.index], sampler_array[0], in.texture_coords, 0.0 ).rgba; }