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
};
struct Map {
pos: vec2<f32>,
tilesize: f32,
camera_view: u32,
};
const c_maps: u32 = 500u;
@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) tile_id: u32,
@location(3) texture_layer: u32,
@location(4) color: u32,
@location(5) map_layer: u32,
@location(6) map_id: u32,
@location(7) anim_time: u32,
};
struct VertexOutput {
@invariant @builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) uv_layer: i32,
@location(2) color: vec4<f32>,
};
@group(1)
@binding(0)
var tex: texture_2d_array<f32>;
@group(1)
@binding(1)
var tex_sample: sampler;
@group(2)
@binding(0)
var<uniform> map: array<Map, c_maps>;
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 v = vertex.vertex_idx % 4u;
let size = textureDimensions(tex);
let fsize = vec2<f32> (f32(size.x), f32(size.y));
let total_tiles = u32(size.x / u32(map[vertex.map_id].tilesize));
let tileposx = f32(vertex.tile_id % total_tiles) * map[vertex.map_id].tilesize;
let tileposy = f32(vertex.tile_id / total_tiles) * map[vertex.map_id].tilesize;
pos.x += map[vertex.map_id].pos.x;
pos.y += map[vertex.map_id].pos.y;
switch v {
case 1u: {
result.uv = vec2<f32>(tileposx + map[vertex.map_id].tilesize, tileposy + map[vertex.map_id].tilesize) / fsize;
pos.x += map[vertex.map_id].tilesize;
}
case 2u: {
result.uv = vec2<f32>(tileposx + map[vertex.map_id].tilesize, tileposy) / fsize;
pos.x += map[vertex.map_id].tilesize;
pos.y += map[vertex.map_id].tilesize;
}
case 3u: {
result.uv = vec2<f32>(tileposx, tileposy) / fsize;
pos.y += map[vertex.map_id].tilesize;
}
default: {
result.uv = vec2<f32>(tileposx, tileposy + map[vertex.map_id].tilesize) / fsize;
}
}
let scale_mat = mat4x4<f32> (
vec4<f32>(global.scales[map[vertex.map_id].camera_view].elem, 0.0, 0.0, 0.0),
vec4<f32>(0.0, global.scales[map[vertex.map_id].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[map[vertex.map_id].camera_view] * scale_mat) * vec4<f32>(pos, 1.0);
result.color = unpack_color(vertex.color);
let id = global.seconds / (f32(vertex.anim_time) / 1000.0);
let frame = u32(floor(id % f32(4)));
if vertex.map_layer == 3 && frame != 0u {
result.uv = vec2<f32>(0.0, 0.0);
result.clip_position = vec4<f32>(0.0, 0.0, 0.0, 0.0);
} else if vertex.map_layer == 4 && frame != 1u {
result.uv = vec2<f32>(0.0, 0.0);
result.clip_position = vec4<f32>(0.0, 0.0, 0.0, 0.0);
} else if vertex.map_layer == 5 && frame != 2u {
result.uv = vec2<f32>(0.0, 0.0);
result.clip_position = vec4<f32>(0.0, 0.0, 0.0, 0.0);
} else if vertex.map_layer == 6 && frame != 3u {
result.uv = vec2<f32>(0.0, 0.0);
result.clip_position = vec4<f32>(0.0, 0.0, 0.0, 0.0);
}
result.uv_layer = i32(vertex.texture_layer);
return result;
}
// Fragment shader
@fragment
fn fragment(vertex: VertexOutput,) -> @location(0) vec4<f32> {
let object_color = textureSampleLevel(tex, tex_sample, vertex.uv, vertex.uv_layer, 1.0);
let color = object_color * vertex.color;
if (color.a <= 0.0) {
discard;
}
return color;
}