// INCLUDE: global uniform header struct InstanceInput { @location(2) anchor: u32, @location(3) position: vec2, @location(4) angle: f32, @location(5) size: f32, @location(6) color_transform: vec4, @location(7) sprite_index: 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) texture_index: u32, @location(2) color_transform: vec4, } @group(0) @binding(0) var texture_array: binding_array>; @group(0) @binding(1) var sampler_array: binding_array; // INCLUDE: animate.wgsl // INCLUDE: anchor.wgsl @vertex fn vertex_main( vertex: VertexInput, instance: InstanceInput, ) -> VertexOutput { let window_dim = global_data.window_size / global_data.window_scale.x; let scale = instance.size / window_dim.y; let sprite_aspect = global_sprites[instance.sprite_index].aspect; // Apply scale and sprite aspect // Note that our mesh starts centered at (0, 0). This is important! var pos: vec2 = vec2( vertex.position.x * scale * sprite_aspect, vertex.position.y * scale ); // Apply rotation pos = mat2x2( vec2(cos(instance.angle), sin(instance.angle)), vec2(-sin(instance.angle), cos(instance.angle)) ) * pos; // Correct for screen aspect, preserving height pos = vec2( pos.x / global_data.window_aspect.x, pos.y ); pos = pos + anchor( instance.anchor, instance.position, vec2(instance.size * sprite_aspect, instance.size) ); var out: VertexOutput; out.position = vec4(pos, 1.0, 1.0); out.color_transform = instance.color_transform; // TODO: animate // Pick texture frame let t = global_atlas[u32(animate(instance.sprite_index, global_data.current_time.x, 0.0))]; out.texture_index = u32(t.atlas_texture); out.texture_coords = vec2(t.xpos, t.ypos); if vertex.texture_coords.x == 1.0 { out.texture_coords = vec2(out.texture_coords.x + t.width, out.texture_coords.y); } if vertex.texture_coords.y == 1.0 { out.texture_coords = vec2(out.texture_coords.x, out.texture_coords.y + t.height); } return out; } @fragment fn fragment_main(in: VertexOutput) -> @location(0) vec4 { return textureSampleLevel( texture_array[in.texture_index], sampler_array[0], in.texture_coords, 0.0 ).rgba * in.color_transform; }