struct ChartUniform {
size: vec2<f32>,
origin: vec2<f32>,
group_size: vec2<f32>,
scale: f32,
clip: f32,
};
@group(0) @binding(0)
var<uniform> chart_uniforms: ChartUniform;
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) tex_coords: vec2<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
}
@vertex
fn vs_main(
model: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
out.tex_coords = model.tex_coords;
// Compute absolute position
let position = model.position + chart_uniforms.origin;
let normalized_pos = vec2<f32>(
2.0 * position[0] / chart_uniforms.size[0] - 1.0,
2.0 * (chart_uniforms.size[1] - position[1]) / chart_uniforms.size[1] - 1.0,
);
out.clip_position = vec4<f32>(normalized_pos, 0.0, 1.0);
return out;
}
// Fragment shader
@group(1) @binding(0)
var texture_atlas: texture_2d<f32>;
@group(1) @binding(1)
var texture_sampler: sampler;
@group(1) @binding(2)
var nearest_sampler: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(texture_atlas, texture_sampler, in.tex_coords);
}