struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) uv: vec2<f32>,
@location(2) opacity: f32,
@location(3) multiply: vec3<f32>,
@location(4) screen: vec3<f32>,
};
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) opacity: f32,
@location(2) clip_position: vec4<f32>,
};
struct MaskParams {
channel_flag: vec4<f32>,
base_rect: vec4<f32>,
};
@group(0) @binding(0)
var live2d_texture: texture_2d<f32>;
@group(0) @binding(1)
var live2d_sampler: sampler;
@group(1) @binding(0)
var<uniform> live2d_transform: mat4x4<f32>;
@group(2) @binding(0)
var<uniform> mask_params: MaskParams;
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
let clip_position = live2d_transform * vec4<f32>(input.position, 0.0, 1.0);
var output: VertexOutput;
output.position = clip_position;
output.uv = input.uv;
output.opacity = input.opacity;
output.clip_position = clip_position;
return output;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
let pos = input.clip_position.xy / input.clip_position.w;
let inside = step(mask_params.base_rect.x, pos.x)
* step(mask_params.base_rect.y, pos.y)
* step(pos.x, mask_params.base_rect.z)
* step(pos.y, mask_params.base_rect.w);
let texture_alpha = textureSample(live2d_texture, live2d_sampler, input.uv).a;
let source_alpha = texture_alpha * inside;
return mask_params.channel_flag * source_alpha;
}