struct wrapped_f32 {
@size(16) elem: f32
}
struct Global {
views: array<mat4x4<f32>, 8>,
scales: array<wrapped_f32, 8>,
proj: mat4x4<f32>,
inverse_proj: mat4x4<f32>,
eye: vec3<f32>,
@size(16) size: vec2<f32>,
@size(16) seconds: f32,
};
@group(0)
@binding(0)
var<uniform> global: Global;
struct VertexInput {
@builtin(vertex_index) vertex_idx: u32,
@location(0) position: vec3<f32>,
@location(1) color: u32,
@location(2) camera_view: u32,
};
struct VertexOutput {
@invariant @builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
};
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,
);
}
@vertex
fn vertex(
vertex: VertexInput,
) -> VertexOutput {
var result: VertexOutput;
var pos = vertex.position;
let scale_mat = mat4x4<f32> (
vec4<f32>(global.scales[vertex.camera_view].elem, 0.0, 0.0, 0.0),
vec4<f32>(0.0, global.scales[vertex.camera_view].elem, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(0.0, 0.0, 0.0, 1.0),
);
result.clip_position = (global.proj * global.views[vertex.camera_view] * scale_mat) * vec4<f32>(pos, 1.0);
result.color = unpack_color(vertex.color);
return result;
}
@fragment
fn fragment(vertex: VertexOutput,) -> @location(0) vec4<f32> {
return vertex.color;
}