struct wrapped_f32 {
@size(16) elem: f32
}
struct Global {
views: array<mat4x4<f32>, 8>, //16
scales: array<wrapped_f32, 8>, //4
proj: mat4x4<f32>, //16
inverse_proj: mat4x4<f32>, //16
eye: vec3<f32>, //16
@size(16) size: vec2<f32>, //8
@size(16) seconds: f32, //4
};
@group(0)
@binding(0)
var<uniform> global: Global;
struct VertexInput {
@builtin(vertex_index) vertex_idx: u32,
@location(0) v_pos: vec2<f32>,
@location(1) position: vec3<f32>,
@location(2) hw: vec2<f32>,
@location(3) tex_data: vec4<f32>,
@location(4) color: u32,
@location(5) frames: vec2<f32>,
@location(6) animate: u32,
@location(7) camera_view: u32,
@location(8) time: u32,
@location(9) layer: i32,
@location(10) angle: f32,
@location(11) flip_style: u32,
};
struct VertexOutput {
@invariant @builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
@location(1) tex_data: vec4<f32>,
@location(2) col: vec4<f32>,
@location(3) frames: vec2<u32>,
@location(4) size: vec2<f32>,
@location(5) layer: i32,
@location(6) time: u32,
@location(7) animate: u32,
};
struct Axises {
x: vec4<f32>,
y: vec4<f32>,
z: vec4<f32>,
};
@group(1)
@binding(0)
var tex: texture_2d_array<f32>;
@group(1)
@binding(1)
var tex_sample: sampler;
fn srgb_to_linear(c: f32) -> f32 {
if c <= 0.04045 {
return c / 12.92;
} else {
return pow((c + 0.055) / 1.055, 2.4);
}
}
fn unpack_color(color: u32) -> vec4<f32> {
return vec4<f32>(
srgb_to_linear(f32((color & 0xff0000u) >> 16u) / 255.0),
srgb_to_linear(f32((color & 0xff00u) >> 8u) / 255.0),
srgb_to_linear(f32((color & 0xffu)) / 255.0),
f32((color & 0xff000000u) >> 24u) / 255.0,
);
}
fn unpack_tex_data(data: vec2<u32>) -> vec4<u32> {
return vec4<u32>(
u32(data[0] & 0xffffu),
u32((data[0] & 0xffff0000u) >> 16u),
u32(data[1] & 0xffffu),
u32((data[1] & 0xffff0000u) >> 16u)
);
}
fn quat_to_axes(quat: vec4<f32>) -> Axises {
var result: Axises;
let x2 = quat.x + quat.x;
let y2 = quat.y + quat.y;
let z2 = quat.z + quat.z;
let xx = quat.x * x2;
let xy = quat.x * y2;
let xz = quat.x * z2;
let yy = quat.y * y2;
let yz = quat.y * z2;
let zz = quat.z * z2;
let wx = quat.w * x2;
let wy = quat.w * y2;
let wz = quat.w * z2;
let x_axis = vec4<f32>(1.0 - (yy + zz), xy + wz, xz - wy, 0.0);
let y_axis = vec4<f32>(xy - wz, 1.0 - (xx + zz), yz + wx, 0.0);
let z_axis = vec4<f32>(xz + wy, yz - wx, 1.0 - (xx + yy), 0.0);
result.x = x_axis;
result.y = y_axis;
result.z = z_axis;
return result;
}
fn quat_to_rotation_mat4(quat: vec4<f32>) -> mat4x4<f32> {
let axises = quat_to_axes(quat);
return mat4x4<f32> (
axises.x,
axises.y,
axises.z,
vec4<f32>(0.0, 0.0, 0.0, 1.0),
);
}
fn flip_mat4(flip_style: u32) -> mat4x4<f32> {
switch flip_style {
case 1u: {
return mat4x4<f32> (
vec4<f32>(-1.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, 1.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(0.0, 0.0, 0.0, 1.0),
);}
case 2u: {
return mat4x4<f32> (
vec4<f32>(1.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, -1.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(0.0, 0.0, 0.0, 1.0),
);}
case 3u: {
return mat4x4<f32> (
vec4<f32>(-1.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, -1.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(0.0, 0.0, 0.0, 1.0),
);}
default: {
return mat4x4<f32> (
vec4<f32>(1.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, 1.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(0.0, 0.0, 0.0, 1.0),
);
}
}
}
fn flip_rotation_mat4(flip_style: u32, angle: f32, pos: vec2<f32>, hw: vec2<f32>, scale: f32) -> mat4x4<f32> {
let flip = flip_mat4(flip_style);
let rotation = quat_to_rotation_mat4(quat_from_rotation_z(angle));
let scale_mat = mat4x4<f32> (
vec4<f32>(scale, 0.0, 0.0, 0.0),
vec4<f32>(0.0, scale, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(0.0, 0.0, 0.0, 1.0),
);
let inverse_trans = mat4x4<f32> (
vec4<f32>(1.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, 1.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(-pos.x - (hw.x / 2.0) , -pos.y - (hw.y / 2.0), 0.0, 1.0),
);
let trans = mat4x4<f32> (
vec4<f32>(1.0, 0.0, 0.0, 0.0),
vec4<f32>(0.0, 1.0, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(pos.x + (hw.x / 2.0) , pos.y + (hw.y / 2.0), 0.0, 1.0),
);
return scale_mat * trans * flip * rotation * inverse_trans;
}
fn quat_from_rotation_z(angle: f32) -> vec4<f32>
{
let half_angle = (angle * 0.5) * 3.14159 / 180.0;
return vec4<f32>(0.0, 0.0, sin(half_angle), cos(half_angle));
}
@vertex
fn vertex(
vertex: VertexInput,
) -> VertexOutput {
var result: VertexOutput;
let v = vertex.vertex_idx % 4u;
let size = textureDimensions(tex);
let fsize = vec2<f32> (f32(size.x), f32(size.y));
let tex_data = vertex.tex_data;
var pos = vertex.position;
switch v {
case 1u: {
result.tex_coords = vec2<f32>(tex_data[2], tex_data[3]);
pos.x += vertex.hw.x;
}
case 2u: {
result.tex_coords = vec2<f32>(tex_data[2], 0.0);
pos.x += vertex.hw.x;
pos.y += vertex.hw.y;
}
case 3u: {
result.tex_coords = vec2<f32>(0.0, 0.0);
pos.y += vertex.hw.y;
}
default: {
result.tex_coords = vec2<f32>(0.0, tex_data[3]);
}
}
let r_f = flip_rotation_mat4(vertex.flip_style, vertex.angle, vertex.v_pos + vertex.position.xy, vertex.hw, global.scales[vertex.camera_view].elem);
result.clip_position = global.proj * global.views[vertex.camera_view] * r_f * vec4<f32>(pos, 1.0);
result.tex_data = tex_data;
result.layer = vertex.layer;
result.col = unpack_color(vertex.color);
result.frames = vec2<u32>(u32(vertex.frames[0]), u32(vertex.frames[1]));
result.size = fsize;
result.animate = vertex.animate;
result.time = vertex.time;
return result;
}
// Fragment shader
@fragment
fn fragment(vertex: VertexOutput,) -> @location(0) vec4<f32> {
let id = global.seconds / (f32(vertex.time) / 1000.0);
let yframes = select(vertex.frames[0], vertex.frames[1], vertex.frames[1] > 0u);
let frame = u32(floor(id % f32(vertex.frames[0])));
let coords = select(
(vertex.tex_data.xy + vertex.tex_coords.xy),
(((vec2(f32(frame % yframes), f32(frame / yframes))) * vertex.tex_data.zw) + vertex.tex_data.xy + vertex.tex_coords.xy),
vertex.animate > 0u
);
let object_color = textureSampleLevel(tex, tex_sample ,coords / vertex.size, vertex.layer, 1.0) * vertex.col;
if (object_color.a <= 0.0) {
discard;
}
return object_color;
}