Galactica/crates/render/shaders/ui.wgsl

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// INCLUDE: global uniform header
struct InstanceInput {
@location(2) transform_matrix_0: vec4<f32>,
@location(3) transform_matrix_1: vec4<f32>,
@location(4) transform_matrix_2: vec4<f32>,
@location(5) transform_matrix_3: vec4<f32>,
@location(6) color_transform: vec4<f32>,
@location(7) sprite_index: u32,
};
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) texture_coords: vec2<f32>,
}
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) texture_coords: vec2<f32>,
@location(1) texture_index: u32,
@location(2) color_transform: vec4<f32>,
}
@group(0) @binding(0)
var texture_array: binding_array<texture_2d<f32>>;
@group(0) @binding(1)
var sampler_array: binding_array<sampler>;
// INCLUDE: animate.wgsl
@vertex
fn vertex_main(
vertex: VertexInput,
instance: InstanceInput,
) -> VertexOutput {
let transform = mat4x4<f32>(
instance.transform_matrix_0,
instance.transform_matrix_1,
instance.transform_matrix_2,
instance.transform_matrix_3,
);
var out: VertexOutput;
out.position = transform * vec4<f32>(vertex.position, 1.0);
out.color_transform = instance.color_transform;
// 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<f32> {
return textureSampleLevel(
texture_array[in.texture_index],
sampler_array[0],
in.texture_coords,
0.0
).rgba * in.color_transform;
}