struct Globals {
resolution: vec2<f32>,
dpr: vec2<f32>,
origin: vec2<f32>,
padding: vec2<f32>,
};
struct StencilTransform {
xx: f32,
xy: f32,
yx: f32,
yy: f32,
zx: f32,
zy: f32,
opacity: f32,
_pad1: f32,
};
struct StencilTransforms {
transforms: array<StencilTransform, 480>,
};
@group(0) @binding(0) var<uniform> globals: Globals;
@group(1) @binding(0) var<uniform> stencil_transforms: StencilTransforms;
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
}
@vertex
fn vs_main(
@location(0) position: vec2<f32>,
@location(1) transform_id: u32,
) -> VertexOutput {
var out: VertexOutput;
let stencil_transform = stencil_transforms.transforms[transform_id % 480u];
let t_p_x = position.x * stencil_transform.xx + position.y * stencil_transform.yx + stencil_transform.zx;
let t_p_y = position.x * stencil_transform.xy + position.y * stencil_transform.yy + stencil_transform.zy;
var pos = vec2<f32>(t_p_x, t_p_y);
pos = (pos - globals.origin) / globals.resolution;
pos *= 2.0;
pos -= 1.0;
pos.y *= -1.0;
out.clip_position = vec4<f32>(pos, 0.0, 1.0);
return out;
}
@fragment
fn fs_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}