// Pictures on faces: quads that sample the thumbnail atlas, tinted, unlit like the wires.
struct Camera {
view_proj: mat4x4<f32>,
};
@group(0) @binding(0)
var<uniform> camera: Camera;
@group(1) @binding(0)
var atlas: texture_2d<f32>;
@group(1) @binding(1)
var atlas_sampler: sampler;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) uv: vec2<f32>,
@location(2) tint: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) tint: vec4<f32>,
};
@vertex
fn vs_main(vertex: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.clip_position = camera.view_proj * vec4<f32>(vertex.position, 1.0);
out.uv = vertex.uv;
out.tint = vertex.tint;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(atlas, atlas_sampler, in.uv) * in.tint;
}