struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) uv: vec2<f32>,
@location(2) color: vec4<f32>,
@location(3) mode: f32,
}
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) color: vec4<f32>,
@location(2) @interpolate(flat) mode: f32,
}
@group(0) @binding(0)
var atlas: texture_2d<f32>;
@group(0) @binding(1)
var atlas_sampler: sampler;
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var output: VertexOutput;
output.position = vec4<f32>(input.position, 0.0, 1.0);
output.uv = input.uv;
output.color = input.color;
output.mode = input.mode;
return output;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
let sample = textureSampleLevel(atlas, atlas_sampler, input.uv, 0.0);
if input.mode > 1.5 {
return sample;
}
if input.mode > 0.5 {
return vec4<f32>(input.color.rgb * sample.rgb, input.color.a * sample.a);
}
return vec4<f32>(input.color.rgb * sample.a, input.color.a * sample.a);
}