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enable wgpu_binding_array;
struct Instance {
transform: mat2x2<f32>,
translation: vec2<f32>,
uv_offset: vec2<f32>,
uv_size: vec2<f32>,
tex_id: u32,
_pad: u32,
}
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) @interpolate(flat) tex_id: u32,
}
@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>;
@group(1) @binding(2) var image_texs: binding_array<texture_2d<f32>, 5>;
@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.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<f32> {
if in.tex_id >= 5u {
return vec4<f32>(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);
}
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