// Sprite shader — orthographic projection + texture sampling
struct OrthoUniform {
projection: mat4x4<f32>,
};
@group(0) @binding(0)
var<uniform> ortho: OrthoUniform;
@group(1) @binding(0)
var sprite_texture: texture_2d<f32>;
@group(1) @binding(1)
var sprite_sampler: sampler;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) texcoord: vec2<f32>,
@location(2) color: vec3<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) tint: vec3<f32>,
};
@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.clip_position = ortho.projection * vec4<f32>(in.position, 1.0);
out.uv = in.texcoord;
out.tint = in.color;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let tex_color = textureSample(sprite_texture, sprite_sampler, in.uv);
return vec4<f32>(tex_color.rgb * in.tint, tex_color.a);
}