Galactica/crates/render/shaders/object.wgsl

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// INCLUDE: global uniform header
struct InstanceInput {
@location(2) texture_index: u32,
@location(3) object_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,
};
@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
fn transform_vertex(obj: ObjectLocation, vertex: VertexInput, instance: InstanceInput) -> vec4<f32> {
// Object scale
let scale = obj.size / (global.camera_zoom.x * obj.zpos);
// Apply scale and sprite aspect
// Note that our mesh starts centered at (0, 0). This is important!
var pos: vec2<f32> = vec2(
vertex.position.x * scale * sprites[instance.texture_index].aspect,
vertex.position.y * scale
);
// Apply rotation
pos = mat2x2(
vec2(cos(obj.angle), sin(obj.angle)),
vec2(-sin(obj.angle), cos(obj.angle))
) * pos;
// Correct for screen aspect, preserving height
// This must be done AFTER rotation.
pos = vec2(
pos.x / global.window_aspect.x,
pos.y
);
// Distance-adjusted world position
let trans = (vec2(obj.xpos, obj.ypos) - global.camera_position) / obj.zpos;
// Finally, 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)
pos = pos + vec2(
trans.x / (global.camera_zoom.x / 2.0) / global.window_aspect.x,
trans.y / (global.camera_zoom.x / 2.0)
);
return vec4<f32>(pos, 0.0, 1.0);;
}
@vertex
fn vertex_main(
vertex: VertexInput,
instance: InstanceInput,
) -> VertexOutput {
var out: VertexOutput;
out.position = transform_vertex(objects[instance.object_index], vertex, instance);
let t = atlas[animate(instance, global.current_time.x)];
out.texture_index = 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;
}