// INCLUDE: global uniform header struct InstanceInput { @location(2) texture_index: vec2, @location(3) texture_fade: f32, @location(4) object_index: u32, @location(5) color: vec4, }; 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, }; @group(0) @binding(0) var texture_array: binding_array>; @group(0) @binding(1) var sampler_array: binding_array; fn transform_vertex(obj: ObjectData, vertex_position: vec2, texture_index: u32) -> vec4 { // Object scale var scale: f32 = obj.size / (global_data.camera_zoom * obj.zpos); if obj.is_child == 1u { scale /= objects[obj.parent].zpos; } let texture = global_atlas[texture_index]; // 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 * (texture.width / texture.height), vertex_position.y * scale ); // Apply rotation pos = mat2x2( vec2(cos(obj.angle - 1.5708), sin(obj.angle - 1.5708)), vec2(-sin(obj.angle - 1.5708), cos(obj.angle - 1.5708)) ) * pos; // Correct for screen aspect, preserving height // This must be done AFTER rotation. // (It's thus done later if this is a child) if obj.is_child == u32(0) { pos = vec2( pos.x / global_data.window_aspect, pos.y ); } // Translate // // Note that we divide camera zoom by two. // The height of the viewport is `zoom` in game units, // but it's 2 in screen units (since coordinates range from -1 to 1) if obj.is_child == u32(0) { let trans = ( vec2(obj.xpos, obj.ypos) - vec2(global_data.camera_position_x, global_data.camera_position_y) ) / obj.zpos; pos = pos + vec2( trans.x / (global_data.camera_zoom / 2.0) / global_data.window_aspect, trans.y / (global_data.camera_zoom / 2.0) ); } if obj.is_child == u32(1) { let parent = objects[obj.parent]; // Apply translation relative to parent // Note that obj.zpos is ignored pos = pos + vec2( obj.xpos / (global_data.camera_zoom / 2.0) / global_data.window_aspect, obj.ypos / (global_data.camera_zoom / 2.0) ) / parent.zpos; // Apply parent's rotation pos = mat2x2( vec2(cos(parent.angle - 1.5708), sin(parent.angle - 1.5708)), vec2(-sin(parent.angle - 1.5708), cos(parent.angle - 1.5708)) ) * pos; // Correct for screen aspect, preserving height pos = vec2( pos.x / global_data.window_aspect, pos.y ); // Apply parent's translation let ptrans = ( vec2(parent.xpos, parent.ypos) - vec2(global_data.camera_position_x, global_data.camera_position_y) ) / parent.zpos; pos = pos + vec2( ptrans.x / (global_data.camera_zoom / 2.0) / global_data.window_aspect, ptrans.y / (global_data.camera_zoom / 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( objects[instance.object_index], vertex.position.xy, instance.texture_index.y ); } else if instance.texture_index.y == 0u { out.position = transform_vertex( objects[instance.object_index], vertex.position.xy, instance.texture_index.x ); } else { out.position = transform_vertex( objects[instance.object_index], vertex.position.xy, instance.texture_index.x ); } out.color = instance.color; 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); } } return out; } @fragment fn fragment_main(in: VertexOutput) -> @location(0) vec4 { 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; } let color = mix( texture_a, texture_b, in.tween ) * in.color; return color; }