struct VertexOutput {
@location(0) tex_coords: vec2<f32>,
@builtin(position) clip_position: vec4<f32>,
};
var<private> EXTENT: f32 = 4096.0;
@vertex
fn main(
@location(4) translate1: vec4<f32>,
@location(5) translate2: vec4<f32>,
@location(6) translate3: vec4<f32>,
@location(7) translate4: vec4<f32>,
@location(9) zoom_factor: f32,
@location(10) z_index: f32,
@builtin(vertex_index) vertex_idx: u32,
) -> VertexOutput {
let z = 0.0;
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];
var TEX_COORDS: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(0.0, 0.0),
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 0.0),
vec2<f32>(1.0, 0.0),
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 1.0),
);
let tex_coords = TEX_COORDS[vertex_idx];
var position = mat4x4<f32>(translate1, translate2, translate3, translate4) * vec4<f32>(vertex, 1.0);
position.z = z_index;
return VertexOutput(tex_coords, position);
}