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) multiply: vec3<f32>,
@location(3) screen: vec3<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>;
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var output: VertexOutput;
output.position = live2d_transform * vec4<f32>(input.position, 0.0, 1.0);
output.uv = input.uv;
output.opacity = input.opacity;
output.multiply = input.multiply;
output.screen = input.screen;
return output;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
let sample = textureSample(live2d_texture, live2d_sampler, input.uv);
var rgb = sample.rgb * input.multiply;
rgb = rgb + input.screen - rgb * input.screen;
let alpha = sample.a * input.opacity;
return vec4<f32>(rgb * alpha, alpha);
}