struct EngineUniforms {
camera: mat3x3<f32>,
screen_size: vec2<f32>,
}
@group(1) @binding(0)
var<uniform> engine: EngineUniforms;
struct Time {
time: f32,
_junk: f32,
_junk1: f32,
_junk4: f32,
}
@group(1) @binding(0)
var<uniform> camera: EngineUniforms;
@group(2) @binding(0)
var<uniform> time: Time;
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) tex_coords: vec2<f32>,
@location(2) colour: vec4<f32>
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
@location(1) colour: vec4<f32>,
}
// vertex shader
@vertex
fn vs_main(model: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.tex_coords = model.tex_coords;
var pos: vec3<f32> = engine.camera * vec3<f32>(model.position.x + sin(time.time) * (engine.screen_size.x / 2.0), model.position.y + cos(time.time) * (engine.screen_size.y / 2.0), 1.0); // the vectors on the right the matrices go on the left in order of importance
pos = pos / pos.z;
pos.x = 2.0 * pos.x / engine.screen_size.x - 1.0;
pos.y = ((2.0 * pos.y / engine.screen_size.y) - 1.0) * -1.0;
out.clip_position = vec4(pos.xy, 0.0, 1.0);
out.colour = model.colour;
return out;
}
// Fragment shader
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.colour;
}