// Vertex shader
struct ViewUniform {
view_proj: mat4x4<f32>,
view_rotation: mat4x4<f32>,
inv_screen_size: vec2<f32>,
resolution: f32,
}
@group(0) @binding(0)
var<uniform> transform: ViewUniform;
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) tex_coord: vec2<f32>,
}
struct SetInput {
@location(10) anchor: vec3<f32>,
@location(11) opacity: f32,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(1) tex_coord: vec2<f32>,
@location(2) opacity: f32,
};
@vertex
fn vs_main(
vertex: VertexInput,
screen_set: SetInput,
) -> VertexOutput {
var out: VertexOutput;
out.tex_coord = vertex.tex_coord;
out.opacity = screen_set.opacity;
var point_position = transform.view_proj * vec4<f32>(screen_set.anchor, 1.0);
var position_normalized = point_position / point_position[3];
var vertex_delta = vec4<f32>(vertex.position * transform.inv_screen_size * 2.0, 0.0, 0.0);
out.clip_position = position_normalized + vertex_delta;
return out;
}
// Fragment shader
@group(1) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(1) @binding(1)
var s_diffuse: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
var color = textureSample(t_diffuse, s_diffuse, in.tex_coord);
color[3] = color[3] * in.opacity;
if color[3] == 0.0 {
discard;
}
return color;
}