enable wgpu_binding_array; struct Instance { transform: mat2x2, translation: vec2, uv_offset: vec2, uv_size: vec2, tex_id: u32, _pad: u32, } struct VertexOutput { @builtin(position) position: vec4, @location(0) uv: vec2, @location(1) @interpolate(flat) tex_id: u32, } @group(0) @binding(0) var instances: array; @group(1) @binding(0) var tex_sampler: sampler; @group(1) @binding(1) var font_tex: texture_2d; @group(1) @binding(2) var image_texs: binding_array, 5>; @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.transform * (uv - 0.5) + instance.translation, 0.0, 1.0); out.uv = instance.uv_offset + uv * instance.uv_size; out.tex_id = instance.tex_id; return out; } @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { if in.tex_id >= 5u { return vec4(1.0, 1.0, 1.0, textureSampleLevel(font_tex, tex_sampler, in.uv, 0.0).r); } return textureSampleLevel(image_texs[in.tex_id], tex_sampler, in.uv, 0.0); }