struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
@location(2) character_index: u32,
};
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
@location(1) world_pos: vec3<f32>,
@location(2) @interpolate(flat) character_index: u32,
};
struct Uniforms {
view: mat4x4<f32>,
projection: mat4x4<f32>,
camera_position: vec4<f32>,
};
struct TextUniforms {
model: mat4x4<f32>,
color: vec4<f32>,
outline_color: vec4<f32>,
outline_width: f32,
smoothing: f32,
_padding: vec2<f32>,
};
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(1) @binding(0)
var<uniform> text_uniforms: TextUniforms;
@group(2) @binding(0)
var font_texture: texture_2d<f32>;
@group(2) @binding(1)
var font_sampler: sampler;
@group(2) @binding(2)
var<storage, read> character_colors: array<vec4<f32>>;
@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
let world_position = text_uniforms.model * vec4<f32>(in.position, 1.0);
out.world_pos = world_position.xyz;
out.position = uniforms.projection * uniforms.view * world_position;
out.tex_coords = in.tex_coords;
out.character_index = in.character_index;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let sample = textureSample(font_texture, font_sampler, in.tex_coords);
let char_color = character_colors[in.character_index];
let use_override = char_color.a > 0.0;
let base_color = select(text_uniforms.color, char_color, use_override);
let tinted_rgb = base_color.rgb * sample.rgb;
let final_alpha = sample.a * base_color.a;
if (final_alpha < 0.01) {
discard;
}
return vec4<f32>(tinted_rgb, final_alpha);
}