struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) color: vec4<f32>,
}
struct Uniforms {
transform: mat4x4<f32>,
color: vec4<f32>,
scale: vec2<f32>,
}
struct DrawParam {
color: vec4<f32>,
src_rect: vec4<f32>,
transform: mat4x4<f32>,
}
struct InstanceArray {
instances: array<DrawParam>,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(1) @binding(0)
var t: texture_2d<f32>;
@group(1) @binding(1)
var s: sampler;
@group(2) @binding(0)
var<storage, read> instances: InstanceArray;
@vertex
fn vs_main(
@builtin(instance_index) in_instance_index: u32,
@location(0) position: vec2<f32>,
@location(1) uv: vec2<f32>,
@location(2) color: vec4<f32>,
) -> VertexOutput {
var index = in_instance_index;
var instance = instances.instances[index];
var scale_x = select(1.0, uniforms.scale.x * (instance.src_rect.z - instance.src_rect.x), uniforms.scale.x > 0.0);
var scale_y = select(1.0, uniforms.scale.y * (instance.src_rect.w - instance.src_rect.y), uniforms.scale.x > 0.0);
var scale_mat = mat4x4<f32>(
scale_x,
0.0,
0.0,
0.0,
0.0,
scale_y,
0.0,
0.0,
0.0,
0.0,
1.0,
0.0,
0.0,
0.0,
0.0,
1.0
);
var out: VertexOutput;
out.position = uniforms.transform * instance.transform * scale_mat * vec4<f32>(position, 0.0, 1.0);
out.uv = mix(instance.src_rect.xy, instance.src_rect.zw, uv);
out.color = uniforms.color * instance.color * color;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color * textureSample(t, s, in.uv);
}