// Vertex shader
struct VertexInput {
@location(0) relative_pos: vec2<f32>,
@location(1) transform: vec2<f32>,
@location(2) fg: vec4<f32>,
@location(3) tex_coords: vec2<f32>,
@location(4) scale: vec2<f32>,
};
struct VertexOutput{
@builtin(position) clip_position: vec4<f32>,
@location(0) fg: vec4<f32>,
@location(1) tex_coords: vec2<f32>,
};
@vertex
fn vs_main(
model: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
let base_pos : vec2<f32> = model.relative_pos;
let scaled : vec2<f32> = base_pos * model.scale;
let translated : vec2<f32> = scaled + model.transform.xy;
out.clip_position = vec4<f32>(translated, 1.0, 1.0);
out.fg = model.fg;
out.tex_coords = model.tex_coords;
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> {
var out: VertexOutput;
let original : vec4<f32> = textureSample(t_font, s_font, in.tex_coords);
let fg = original * in.fg;
return fg;
}