struct VertexInput {
@location(0) uvw: vec3f,
@location(1) screen_pos: vec2f,
}
struct VertexOutput {
@builtin(position) clip_position: vec4f,
@location(0) uvw: vec3f,
}
struct Uniforms {
/// Viewport dimensions in pixels, used to convert pixel coords to NDC.
screen_size: vec2<f32>,
}
@group(0) @binding(0) var atlas: texture_2d_array<f32>;
@group(0) @binding(1) var atlas_sampler: sampler;
@group(1) @binding(0) var<uniform> uniforms: Uniforms;
@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
let ndc = (in.screen_pos / uniforms.screen_size) * 2.0 - 1.0;
out.clip_position = vec4<f32>(ndc.x, -ndc.y, 0.0, 1.0);
out.uvw = in.uvw;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let layer = i32(in.uvw.z);
let sampled = textureSample(atlas, atlas_sampler, in.uvw.xy, layer);
// Glyph bitmaps in the atlas (Rgba8Unorm) are sRGB-encoded color values.
// The render target is sRGB and re-encodes on store, so we must decode
// to linear here. Gamma 2.2 matches the convention in `Color::from_srgb8`.
let linear_rgb = pow(sampled.rgb, vec3<f32>(2.2));
return vec4<f32>(linear_rgb, sampled.a);
}