struct ImageInstance {
position: vec2<f32>,
size: vec2<f32>,
uv_min: vec2<f32>,
uv_max: vec2<f32>,
color: vec4<f32>,
clip_rect: vec4<f32>,
texture_layer: u32,
depth: f32,
_padding0: f32,
_padding1: f32,
}
struct GlobalUniforms {
view_projection: mat4x4<f32>,
_padding: vec4<f32>,
}
@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
@group(0) @binding(1) var<storage, read> instances: array<ImageInstance>;
@group(0) @binding(2) var<storage, read> draw_order: array<u32>;
@group(1) @binding(0) var ui_texture_array: texture_2d_array<f32>;
@group(1) @binding(1) var ui_sampler: sampler;
const NO_TEXTURE_LAYER: u32 = 0xFFFFFFFFu;
struct VertexInput {
@location(0) corner: vec2<f32>,
@builtin(instance_index) instance_index: u32,
}
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) color: vec4<f32>,
@location(2) screen_pos: vec2<f32>,
@location(3) @interpolate(flat) clip_rect: vec4<f32>,
@location(4) @interpolate(flat) texture_layer: u32,
}
@vertex
fn vs_main(vertex: VertexInput) -> VertexOutput {
let slot = draw_order[vertex.instance_index];
let instance = instances[slot];
let world_pos = instance.position + vertex.corner * instance.size;
let uv = mix(instance.uv_min, instance.uv_max, vertex.corner);
var out: VertexOutput;
out.position = globals.view_projection * vec4<f32>(world_pos, 0.0, 1.0);
out.position.z = instance.depth;
out.uv = uv;
out.color = instance.color;
out.screen_pos = world_pos;
out.clip_rect = instance.clip_rect;
out.texture_layer = instance.texture_layer;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
if in.screen_pos.x < in.clip_rect.x
|| in.screen_pos.y < in.clip_rect.y
|| in.screen_pos.x > in.clip_rect.z
|| in.screen_pos.y > in.clip_rect.w
{
discard;
}
if in.texture_layer == NO_TEXTURE_LAYER {
return in.color;
}
let sampled = textureSampleLevel(
ui_texture_array,
ui_sampler,
in.uv,
i32(in.texture_layer),
0.0,
);
return sampled * in.color;
}