#import bevy_render::maths::affine3_to_square
#import bevy_sprite::sprite_view_bindings::view
@group(1) @binding(0)
var sprite_texture: texture_2d<f32>;
@group(1) @binding(1)
var sprite_sampler: sampler;
// NOTE: `Rgba8Unorm` is 8 bits per channel. This lets us distinguish between 256 colors.
// Therefore `MAX_Z` can't be too high. `Rgba8Unorm` is apparently one of the best
// supported texture formats and I don't necessarily need more precision.
const MAX_Z: f32 = 32.;
// NOTE: The structs have to be defined here, otherwise I get:
// `Composable module identifiers must not require substitution according to naga writeback rules [...]`
struct VertexInput {
@builtin(vertex_index)
index: u32,
// NOTE: Instance-rate vertex buffer members prefixed with i_
// NOTE: i_model_transpose_colN are the 3 columns of a 3x4 matrix that is the transpose of the
// affine 4x3 model matrix.
@location(0)
i_model_transpose_col0: vec4<f32>,
@location(1)
i_model_transpose_col1: vec4<f32>,
@location(2)
i_model_transpose_col2: vec4<f32>,
@location(3)
i_uv_offset_scale: vec4<f32>,
}
struct VertexOutput {
@builtin(position)
clip_position: vec4<f32>,
@location(0)
uv: vec2<f32>,
@location(1) @interpolate(flat)
world_z: f32,
};
@vertex
fn vertex(in: VertexInput) -> VertexOutput {
let vertex_position = vec3<f32>(
f32(in.index & 0x1u),
f32((in.index & 0x2u) >> 1u),
0.0
);
let world_position = affine3_to_square(mat3x4<f32>(
in.i_model_transpose_col0,
in.i_model_transpose_col1,
in.i_model_transpose_col2,
)) * vec4<f32>(vertex_position, 1.0);
let clip_position = view.clip_from_world * world_position;
let uv = vec2<f32>(vertex_position.xy) * in.i_uv_offset_scale.zw + in.i_uv_offset_scale.xy;
return VertexOutput(
clip_position,
uv,
saturate(world_position.z / MAX_Z),
);
}
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
let sprite_color = textureSample(sprite_texture, sprite_sampler, in.uv);
let is_opaque = sprite_color.a > 0.5;
return vec4<f32>(in.world_z, 0., 0., 1.) * select(0., 1., is_opaque);
}