struct VertexOutput {
[[builtin(position)]] position: vec4<f32>;
[[location(0)]] uv: vec2<f32>;
};
struct Draw {
color: vec4<f32>;
src_rect: vec4<f32>;
transform: mat4x4<f32>;
};
[[group(0), binding(0)]]
var<uniform> uniforms: Draw;
[[group(1), binding(0)]]
var t: texture_2d<f32>;
[[group(2), binding(0)]]
var s: sampler;
[[stage(vertex)]]
fn vs_main(
[[location(0)]] position: vec2<f32>,
[[location(1)]] uv: vec2<f32>,
) -> VertexOutput {
var out: VertexOutput;
out.position = uniforms.transform * vec4<f32>(position, 0.0, 1.0);
out.uv = mix(uniforms.src_rect.xy, uniforms.src_rect.zw, uv);
return out;
}
[[stage(fragment)]]
fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
return uniforms.color * textureSample(t, s, in.uv);
}