struct VertexOutput {
@location(0) v_color: vec4<f32>,
@builtin(position) position: vec4<f32>,
};
var<private> EXTENT: f32 = 4096.0;
var<private> DEBUG_COLOR: vec4<f32> = vec4<f32>(1.0, 0.0, 0.0, 1.0);
@vertex
fn main(
@location(4) translate1: vec4<f32>,
@location(5) translate2: vec4<f32>,
@location(6) translate3: vec4<f32>,
@location(7) translate4: vec4<f32>,
@builtin(vertex_index) vertex_idx: u32,
@builtin(instance_index) instance_idx: u32 // instance_index is used when we have multiple instances of the same "object"
) -> VertexOutput {
let z = 0.0;
let target_width = 1.0;
let target_height = 1.0;
var VERTICES: array<vec3<f32>, 6> = array<vec3<f32>, 6>(
// Tile vertices
vec3<f32>(0.0, 0.0, z),
vec3<f32>(0.0, EXTENT, z),
vec3<f32>(EXTENT, 0.0, z),
vec3<f32>(EXTENT, 0.0, z),
vec3<f32>(0.0, EXTENT, z),
vec3<f32>(EXTENT, EXTENT, z),
);
let vertex = VERTICES[vertex_idx];
let scaling: mat3x3<f32> = mat3x3<f32>(
vec3<f32>(target_width, 0.0, 0.0),
vec3<f32>(0.0, target_height, 0.0),
vec3<f32>(0.0, 0.0, 1.0)
);
var position = mat4x4<f32>(translate1, translate2, translate3, translate4) * vec4<f32>((scaling * vertex), 1.0);
// FIXME: how to fix z-fighting?
position.z = 1.0;
return VertexOutput(DEBUG_COLOR, position);
}