struct TextGlobals {
target_size: vec2<f32>,
px_range: f32,
glyph_count: u32,
}
struct GlyphInstance {
rect: vec4<f32>,
uv_rect: vec4<f32>,
color: vec4<f32>,
mode: u32,
_padding0: u32,
_padding1: u32,
_padding2: u32,
}
struct VertexOut {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) color: vec4<f32>,
@location(2) @interpolate(flat) mode: u32,
}
@group(0) @binding(0) var<uniform> globals: TextGlobals;
@group(0) @binding(1) var atlas_texture: texture_2d<f32>;
@group(0) @binding(2) var atlas_sampler: sampler;
@group(0) @binding(3) var<storage, read> glyphs: array<GlyphInstance>;
@vertex
fn vs_main(
@builtin(vertex_index) vertex_index: u32,
@builtin(instance_index) instance_index: u32,
) -> VertexOut {
if (instance_index >= globals.glyph_count) {
var out: VertexOut;
out.position = vec4<f32>(2.0, 2.0, 0.0, 1.0);
out.uv = vec2<f32>(0.0);
out.color = vec4<f32>(0.0);
out.mode = 0u;
return out;
}
let glyph = glyphs[instance_index];
let corners = array<vec2<f32>, 6>(
vec2<f32>(0.0, 0.0),
vec2<f32>(1.0, 0.0),
vec2<f32>(0.0, 1.0),
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 0.0),
vec2<f32>(1.0, 1.0),
);
let corner = corners[vertex_index];
let pixel = glyph.rect.xy + corner * glyph.rect.zw;
let clip = vec2<f32>(
(pixel.x / globals.target_size.x) * 2.0 - 1.0,
1.0 - (pixel.y / globals.target_size.y) * 2.0,
);
var out: VertexOut;
out.position = vec4<f32>(clip, 0.0, 1.0);
out.uv = mix(glyph.uv_rect.xy, glyph.uv_rect.zw, corner);
out.color = glyph.color;
out.mode = glyph.mode;
return out;
}
@fragment
fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
let sample = textureSample(atlas_texture, atlas_sampler, in.uv);
if (in.mode == 1u) {
return vec4<f32>(sample.rgb, sample.a * in.color.a);
}
return vec4<f32>(in.color.rgb, sample.a * in.color.a);
}