#import bevy_sprite::{
mesh2d_functions as mesh_functions,
mesh2d_view_bindings::view,
mesh2d_vertex_output::VertexOutput,
}
@group(#{MATERIAL_BIND_GROUP}) @binding(0) var tileset: texture_2d_array<f32>;
@group(#{MATERIAL_BIND_GROUP}) @binding(1) var tileset_sampler: sampler;
@group(#{MATERIAL_BIND_GROUP}) @binding(2) var tile_data: texture_2d<u32>;
struct TileData {
tileset_index: u32,
color: vec4<f32>,
visible: bool,
}
fn get_tile_data(coord: vec2<u32>) -> TileData {
let data = textureLoad(tile_data, coord, 0);
let tileset_index = data.r;
let color_r = f32(data.g & 0xFFu) / 255.0;
let color_g = f32((data.g >> 8u) & 0xFFu) / 255.0;
let color_b = f32(data.b & 0xFFu) / 255.0;
let color_a = f32((data.b >> 8u) & 0xFFu) / 255.0;
let color = vec4<f32>(color_r, color_g, color_b, color_a);
let visible = data.a != 0u;
return TileData(tileset_index, color, visible);
}
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
let chunk_size = textureDimensions(tile_data, 0);
let tile_uv = in.uv * vec2<f32>(chunk_size);
var tile_coord = clamp(vec2<u32>(floor(tile_uv)), vec2<u32>(0), chunk_size - 1);
tile_coord.y = chunk_size.y - 1 - tile_coord.y;
let tile = get_tile_data(tile_coord);
if (tile.tileset_index == 0xffffu || !tile.visible) {
discard;
}
let local_uv = fract(tile_uv);
let tex_color = textureSample(tileset, tileset_sampler, local_uv, tile.tileset_index);
let final_color = tex_color * tile.color;
if (final_color.a < 0.001) {
discard;
}
return final_color;
}