struct Globals {
resolution: vec2<f32>,
dpr: vec2<f32>,
origin: vec2<f32>,
padding: vec2<f32>,
};
@group(0) @binding(0) var<uniform> globals: Globals;
@group(0) @binding(1) var texture: texture_2d<f32>;
@group(0)@binding(2) var texture_sampler: sampler;
@group(1) @binding(0) var alpha_mask: texture_2d<f32>;
@group(1) @binding(1) var alpha_sampler: sampler;
@group(1) @binding(2) var<uniform> alpha_domain: vec4<f32>;
struct TextureVertex {
@location(0) position: vec2<f32>,
@location(1) texture_coord: vec2<f32>,
@location(2) opacity: f32,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) texture_coord: vec2<f32>,
@location(1) opacity: f32,
};
@vertex
fn vs_main(
model: TextureVertex,
) -> VertexOutput {
var out: VertexOutput;
var pos = model.position;
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);
out.texture_coord = model.texture_coord;
out.opacity = model.opacity;
return out;
}
// Fragment shader
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let t = textureSample(texture, texture_sampler, in.texture_coord);
let alpha = textureSampleLevel(alpha_mask, alpha_sampler,
(in.clip_position.xy / globals.dpr + globals.origin - alpha_domain.xy) / alpha_domain.zw, 0.0).r;
return vec4<f32>(t.x + in.texture_coord.x/1000.0, t.y + in.texture_coord.y/1000.0, t.z, t.w * alpha * in.opacity);
}