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