struct Instance { position: vec2, scale: vec2, uv: vec4, } struct VertexOutput { @builtin(position) position: vec4, @location(0) uv: vec2, } @group(0) @binding(0) var instances: array; @group(1) @binding(0) var tex_sampler: sampler; @group(1) @binding(1) var font_tex: texture_2d; @vertex fn vs_main( @builtin(vertex_index) in_vertex_index: u32, @builtin(instance_index) in_instance_index: u32, ) -> VertexOutput { let uv = vec2(f32((in_vertex_index << 1) & 2), f32(in_vertex_index & 2)) / 2.0; let instance = instances[in_instance_index]; var out: VertexOutput; out.position = vec4(instance.position + (uv - 0.5) * instance.scale * 2.0, 0.0, 1.0); out.uv = instance.uv.xy + vec2(uv.x, 1.0 - uv.y) * instance.uv.zw; return out; } @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { return vec4(1.0, 1.0, 1.0, textureSample(font_tex, tex_sampler, in.uv).r); }