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