struct TextInstance {
pos: vec2<f32>,
size: vec2<f32>,
uv_pos: vec2<f32>,
uv_size: vec2<f32>,
color: vec4<f32>,
}
struct TextInstances {
instances: array<TextInstance>,
}
@group(0) @binding(0) var<storage, read> instance_data: TextInstances;
@group(0) @binding(1) var t_atlas: texture_2d<f32>;
@group(0) @binding(2) var s_atlas: sampler;
struct PushConstants {
screen_size: vec2<f32>,
}
var<immediate> pc: PushConstants;
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) uv: vec2<f32>,
}
@vertex
fn vs_main(
@builtin(vertex_index) in_vertex_index: u32,
@builtin(instance_index) in_instance_index: u32,
) -> VertexOutput {
let instance = instance_data.instances[in_instance_index];
var positions = 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 pos = positions[in_vertex_index];
let screen_pos = instance.pos + pos * instance.size;
let clip_pos = vec2<f32>(screen_pos.x / pc.screen_size.x * 2.0 - 1.0, 1.0 - screen_pos.y / pc.screen_size.y * 2.0);
var out: VertexOutput;
out.clip_position = vec4<f32>(clip_pos, 0.0, 1.0);
out.color = instance.color;
out.uv = instance.uv_pos + pos * instance.uv_size;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let sample = textureSample(t_atlas, s_atlas, in.uv);
return vec4<f32>(sample.rgb * in.color.rgb, sample.a * in.color.a);
}