214 lines
5.3 KiB
Plaintext
214 lines
5.3 KiB
Plaintext
// INCLUDE: global uniform header
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struct InstanceInput {
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@location(2) position: vec2<f32>,
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@location(3) angle: f32,
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@location(4) dim: vec2<f32>,
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@location(5) color_transform: vec4<f32>,
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@location(6) texture_index: vec2<u32>,
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@location(7) texture_fade: f32,
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@location(8) mask_index: vec2<u32>,
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};
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) texture_coords: vec2<f32>,
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}
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) tween: f32,
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@location(1) texture_index_a: u32,
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@location(2) texture_coords_a: vec2<f32>,
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@location(3) texture_index_b: u32,
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@location(4) texture_coords_b: vec2<f32>,
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@location(5) color: vec4<f32>,
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@location(6) mask_coords: vec2<f32>,
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@location(7) mask_index: vec2<u32>,
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}
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@group(0) @binding(0)
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var texture_array: binding_array<texture_2d<f32>>;
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@group(0) @binding(1)
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var sampler_array: binding_array<sampler>;
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fn transform_vertex(
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instance: InstanceInput,
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vertex_position: vec3<f32>,
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texture_index: u32,
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) -> vec4<f32> {
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// Window size in logical pixels
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let window_dim = (
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vec2(global_data.window_size_w, global_data.window_size_h)
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/ global_data.window_scale
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);
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let scale = instance.dim.y / window_dim.y;
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var pos: vec2<f32> = vec2(
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vertex_position.x * scale * (instance.dim.x / instance.dim.y),
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vertex_position.y * scale
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);
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// Apply rotation (and adjust sprite angle, since sprites point north)
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pos = mat2x2(
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vec2(cos(instance.angle - 1.5708), sin(instance.angle - 1.5708)),
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vec2(-sin(instance.angle - 1.5708), cos(instance.angle - 1.5708))
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) * pos;
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// Correct for screen aspect, preserving height
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pos = vec2(
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pos.x / global_data.window_aspect,
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pos.y
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);
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pos = pos + (instance.position / window_dim) * 2.0;
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return vec4<f32>(pos, 0.0, 1.0);
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}
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@vertex
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fn vertex_main(
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vertex: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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var out: VertexOutput;
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// Pick texture size by the size of the visible texture
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// (texture index 0 is special, it's the "hidden" texture)
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if instance.texture_index.x == 0u && instance.texture_index.y == 0u {
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out.position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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} else if instance.texture_index.x == 0u {
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out.position = transform_vertex(
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instance,
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vertex.position,
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instance.texture_index.y,
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);
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} else if instance.texture_index.y == 0u {
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out.position = transform_vertex(
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instance,
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vertex.position,
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instance.texture_index.x,
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);
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} else {
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out.position = transform_vertex(
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instance,
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vertex.position,
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instance.texture_index.x,
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);
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}
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out.color = instance.color_transform;
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out.tween = instance.texture_fade;
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// Texture 0 is special, it's the empty texture
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if instance.texture_index.x == 0u {
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out.texture_index_a = 0u;
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out.texture_coords_a = vec2(0.0, 0.0);
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} else {
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let t = global_atlas[instance.texture_index.x];
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out.texture_index_a = t.atlas_texture;
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out.texture_coords_a = vec2(t.xpos, t.ypos);
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if vertex.texture_coords.x == 1.0 {
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out.texture_coords_a = out.texture_coords_a + vec2(t.width, 0.0);
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}
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if vertex.texture_coords.y == 1.0 {
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out.texture_coords_a = out.texture_coords_a + vec2(0.0, t.height);
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}
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}
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if instance.texture_index.y == 0u {
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out.texture_index_b = u32(0u);
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out.texture_coords_b = vec2(0.0, 0.0);
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} else {
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let b = global_atlas[instance.texture_index.y];
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out.texture_index_b = u32(b.atlas_texture);
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out.texture_coords_b = vec2(b.xpos, b.ypos);
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if vertex.texture_coords.x == 1.0 {
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out.texture_coords_b = out.texture_coords_b + vec2(b.width, 0.0);
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}
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if vertex.texture_coords.y == 1.0 {
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out.texture_coords_b = out.texture_coords_b + vec2(0.0, b.height);
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}
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}
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// Pick mask image if mask is enabled
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// x coordinate of mask index is either 0 or 1, telling us whether or not to use a mask.
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// y coordinate is mask sprite index
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if instance.mask_index.x == 1u {
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let m = global_atlas[instance.mask_index.y];
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out.mask_index = vec2(1u, u32(m.atlas_texture));
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out.mask_coords = vec2(m.xpos, m.ypos);
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if vertex.texture_coords.x == 1.0 {
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out.mask_coords = vec2(out.mask_coords.x + m.width, out.mask_coords.y);
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}
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if vertex.texture_coords.y == 1.0 {
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out.mask_coords = vec2(out.mask_coords.x, out.mask_coords.y + m.height);
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}
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} else {
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out.mask_coords = vec2(0.0, 0.0);
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out.mask_index = vec2(0u, 0u);
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}
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return out;
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}
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@fragment
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fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
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var mask: f32 = 1.0;
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if in.mask_index.x == 1u {
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mask = textureSampleLevel(
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texture_array[in.mask_index.y],
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sampler_array[0],
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in.mask_coords,
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0.0
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).a;
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}
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var texture_a: vec4<f32> = vec4(0.0, 0.0, 0.0, 0.0);
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if !(
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(in.texture_index_a == 0u) &&
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(in.texture_coords_a.x == 0.0) &&
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(in.texture_coords_a.y == 0.0)
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) {
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texture_a = textureSampleLevel(
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texture_array[in.texture_index_a],
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sampler_array[0],
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in.texture_coords_a,
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0.0
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).rgba;
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}
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var texture_b: vec4<f32> = vec4(0.0, 0.0, 0.0, 0.0);
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if !(
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(in.texture_index_b == 0u) &&
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(in.texture_coords_b.x == 0.0) &&
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(in.texture_coords_b.y == 0.0)
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) {
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texture_b = textureSampleLevel(
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texture_array[in.texture_index_b],
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sampler_array[0],
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in.texture_coords_b,
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0.0
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).rgba;
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}
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var color: vec4<f32> = mix(
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texture_a,
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texture_b,
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in.tween
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) * in.color;
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// Apply mask and discard fully transparent pixels
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color = vec4(color.rgb, color.a *mask);
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if color.a == 0.0 {
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discard;
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}
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return color;
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} |