// Vertex shader
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) fg: vec4<f32>,
@location(2) bg: vec4<f32>,
@location(3) tex_coords: vec2<f32>,
@location(4) rotate: vec3<f32>,
@location(5) scale: vec2<f32>,
};
struct VertexOutput{
@builtin(position) clip_position: vec4<f32>,
@location(0) fg: vec4<f32>,
@location(1) bg: vec4<f32>,
@location(2) tex_coords: vec2<f32>,
};
fn r2d(a:f32) -> mat2x2<f32> {
let c : f32 = cos(a);
let s : f32 = sin(a);
return mat2x2<f32>(
vec2<f32>(c, s),
vec2<f32>(-s, c)
);
}
@vertex
fn vs_main(
model: VertexInput,
) -> VertexOutput {
let rot : f32 = model.rotate.x;
let center_pos : vec2<f32> = model.rotate.yz;
var base_pos : vec2<f32> = model.position.xy - center_pos;
base_pos = base_pos * r2d(rot);
base_pos = base_pos * model.scale;
base_pos = base_pos + center_pos;
var out: VertexOutput;
out.clip_position = vec4<f32>(base_pos, 0.0, 1.0);
out.fg = model.fg;
out.bg = model.bg;
out.tex_coords = vec2<f32>(model.tex_coords.x, model.tex_coords.y);
return out;
}
// Fragment shader
@group(0)
@binding(0)
var t_font: texture_2d<f32>;
@group(0)
@binding(1)
var s_font: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let original : vec4<f32> = textureSample(t_font, s_font, in.tex_coords);
if ((original.r > 0.1 || original.g > 0.1 || original.b > 0.1) && original.a > 0.1) {
return original * in.fg;
} else {
return in.bg;
}
}