#ifdef TONEMAP_IN_SHADER
#import bevy_core_pipeline::tonemapping
#endif
#import bevy_render::view
@group(0) @binding(0)
var<uniform> view: View;
struct VertexOutput {
@location(0) uv: vec2<f32>,
@location(1) bg: vec4<f32>,
@location(2) fg: vec4<f32>,
@location(3) alpha: f32,
@builtin(position) position: vec4<f32>,
};
@vertex
fn vertex(
@location(0) vertex_position: vec3<f32>,
@location(1) vertex_uv: vec2<f32>,
@location(2) vertex_bg: vec4<f32>,
@location(3) vertex_fg: vec4<f32>,
@location(4) vertex_alpha: f32,
) -> VertexOutput {
var out: VertexOutput;
out.uv = vertex_uv;
out.position = view.view_proj * vec4<f32>(vertex_position, 1.0);
out.bg = vertex_bg;
out.fg = vertex_fg;
out.alpha = vertex_alpha;
return out;
}
@group(1) @binding(0)
var sprite_texture: texture_2d<f32>;
@group(1) @binding(1)
var sprite_sampler: sampler;
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
var color = textureSample(sprite_texture, sprite_sampler, in.uv);
if (color[0] == 0.0) {
color = in.bg;
} else {
color = in.fg;
}
color[3] = in.alpha;
#ifdef TONEMAP_IN_SHADER
color = tone_mapping(color);
#endif
return color;
}