// INCLUDE: global uniform header struct InstanceInput { @location(2) position: vec2, @location(3) angle: f32, @location(4) dim: vec2, @location(5) color_transform: vec4, @location(6) texture_index: vec2, @location(7) texture_fade: f32, @location(8) mask_index: vec2, }; struct VertexInput { @location(0) position: vec3, @location(1) texture_coords: vec2, } struct VertexOutput { @builtin(position) position: vec4, @location(0) tween: f32, @location(1) texture_index_a: u32, @location(2) texture_coords_a: vec2, @location(3) texture_index_b: u32, @location(4) texture_coords_b: vec2, @location(5) color: vec4, @location(6) mask_coords: vec2, @location(7) mask_index: vec2, } @group(0) @binding(0) var texture_array: binding_array>; @group(0) @binding(1) var sampler_array: binding_array; fn transform_vertex( instance: InstanceInput, vertex_position: vec3, texture_index: u32, ) -> vec4 { // Window size in logical pixels let window_dim = ( vec2(global_data.window_size_w, global_data.window_size_h) / global_data.window_scale ); let scale = instance.dim.y / window_dim.y; var pos: vec2 = vec2( vertex_position.x * scale * (instance.dim.x / instance.dim.y), vertex_position.y * scale ); // Apply rotation (and adjust sprite angle, since sprites point north) pos = mat2x2( vec2(cos(instance.angle - 1.5708), sin(instance.angle - 1.5708)), vec2(-sin(instance.angle - 1.5708), cos(instance.angle - 1.5708)) ) * pos; // Correct for screen aspect, preserving height pos = vec2( pos.x / global_data.window_aspect, pos.y ); pos = pos + (instance.position / window_dim) * 2.0; return vec4(pos, 0.0, 1.0); } @vertex fn vertex_main( vertex: VertexInput, instance: InstanceInput, ) -> VertexOutput { var out: VertexOutput; // Pick texture size by the size of the visible texture // (texture index 0 is special, it's the "hidden" texture) if instance.texture_index.x == 0u && instance.texture_index.y == 0u { out.position = vec4(0.0, 0.0, 0.0, 1.0); } else if instance.texture_index.x == 0u { out.position = transform_vertex( instance, vertex.position, instance.texture_index.y, ); } else if instance.texture_index.y == 0u { out.position = transform_vertex( instance, vertex.position, instance.texture_index.x, ); } else { out.position = transform_vertex( instance, vertex.position, instance.texture_index.x, ); } out.color = instance.color_transform; out.tween = instance.texture_fade; // Texture 0 is special, it's the empty texture if instance.texture_index.x == 0u { out.texture_index_a = 0u; out.texture_coords_a = vec2(0.0, 0.0); } else { let t = global_atlas[instance.texture_index.x]; out.texture_index_a = t.atlas_texture; out.texture_coords_a = vec2(t.xpos, t.ypos); if vertex.texture_coords.x == 1.0 { out.texture_coords_a = out.texture_coords_a + vec2(t.width, 0.0); } if vertex.texture_coords.y == 1.0 { out.texture_coords_a = out.texture_coords_a + vec2(0.0, t.height); } } if instance.texture_index.y == 0u { out.texture_index_b = u32(0u); out.texture_coords_b = vec2(0.0, 0.0); } else { let b = global_atlas[instance.texture_index.y]; out.texture_index_b = u32(b.atlas_texture); out.texture_coords_b = vec2(b.xpos, b.ypos); if vertex.texture_coords.x == 1.0 { out.texture_coords_b = out.texture_coords_b + vec2(b.width, 0.0); } if vertex.texture_coords.y == 1.0 { out.texture_coords_b = out.texture_coords_b + vec2(0.0, b.height); } } // Pick mask image if mask is enabled // x coordinate of mask index is either 0 or 1, telling us whether or not to use a mask. // y coordinate is mask sprite index if instance.mask_index.x == 1u { let m = global_atlas[instance.mask_index.y]; out.mask_index = vec2(1u, u32(m.atlas_texture)); out.mask_coords = vec2(m.xpos, m.ypos); if vertex.texture_coords.x == 1.0 { out.mask_coords = vec2(out.mask_coords.x + m.width, out.mask_coords.y); } if vertex.texture_coords.y == 1.0 { out.mask_coords = vec2(out.mask_coords.x, out.mask_coords.y + m.height); } } else { out.mask_coords = vec2(0.0, 0.0); out.mask_index = vec2(0u, 0u); } return out; } @fragment fn fragment_main(in: VertexOutput) -> @location(0) vec4 { var mask: f32 = 1.0; if in.mask_index.x == 1u { mask = textureSampleLevel( texture_array[in.mask_index.y], sampler_array[0], in.mask_coords, 0.0 ).a; } var texture_a: vec4 = vec4(0.0, 0.0, 0.0, 0.0); if !( (in.texture_index_a == 0u) && (in.texture_coords_a.x == 0.0) && (in.texture_coords_a.y == 0.0) ) { texture_a = textureSampleLevel( texture_array[in.texture_index_a], sampler_array[0], in.texture_coords_a, 0.0 ).rgba; } var texture_b: vec4 = vec4(0.0, 0.0, 0.0, 0.0); if !( (in.texture_index_b == 0u) && (in.texture_coords_b.x == 0.0) && (in.texture_coords_b.y == 0.0) ) { texture_b = textureSampleLevel( texture_array[in.texture_index_b], sampler_array[0], in.texture_coords_b, 0.0 ).rgba; } var color: vec4 = mix( texture_a, texture_b, in.tween ) * in.color; // Apply mask and discard fully transparent pixels color = vec4(color.rgb, color.a *mask); if color.a == 0.0 { discard; } return color; }