enable f16;
#ifdef TONEMAP_IN_SHADER
#import bevy_core_pipeline::tonemapping
#endif
#import bevy_render::{
maths::affine3_to_square,
view::View,
}
#import firefly::types::SpriteId
#import bevy_sprite::sprite_view_bindings::view
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>,
@location(4) z: f32,
@location(5) height: f32,
@location(6) y: f32,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) z: f32,
@location(2) height: f32,
@location(3) y: f32,
};
@vertex
fn vertex(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
let vertex_position = vec3<f32>(
f32(in.index & 0x1u),
f32((in.index & 0x2u) >> 1u),
0.0
);
out.clip_position = view.clip_from_world * 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);
out.uv = vec2<f32>(vertex_position.xy) * in.i_uv_offset_scale.zw + in.i_uv_offset_scale.xy;
out.z = in.z;
out.height = in.height;
out.y = in.y;
return out;
}
@group(1) @binding(0) var sprite_texture: texture_2d<f32>;
@group(1) @binding(1) var normal_texture: texture_2d<f32>;
@group(1) @binding(2) var sprite_sampler: sampler;
@group(1) @binding(3) var<uniform> normal_dummy: u32;
struct FragmentOutput {
@location(0) stencil: vec4<f32>,
@location(1) normal: vec4<f32>,
}
@fragment
fn fragment(in: VertexOutput) -> FragmentOutput {
var res: FragmentOutput;
var color = textureSample(sprite_texture, sprite_sampler, in.uv);
var normal = textureSample(normal_texture, sprite_sampler, in.uv);
if color.a >= 1.0 {
res.stencil = vec4<f32>(in.y, in.z, in.height, 1.0);
}
else {
res.stencil = vec4<f32>(0, 0, 0, 0);
}
if color.a >= 1.0 {
if normal_dummy == 1 {
res.normal = vec4<f32>(0, 0, f32(f16(0.1)), 1.0);
}
else {
res.normal = normal;
}
}
else {
res.normal = vec4<f32>(0.0);
}
return res;
}