struct View {
clip_from_world: mat4x4f,
}
struct Vertex {
position: vec2f,
uv: vec2f,
}
struct Instance {
texture_rect: vec4f,
matrix2: mat2x2f,
translation: vec2f,
color: u32,
_padding: u32,
}
@group(0) @binding(0) var<uniform> view: View;
@group(1) @binding(0) var<storage, read> vertices: array<Vertex>;
@group(1) @binding(1) var<storage, read> instances: array<Instance>;
@group(2) @binding(0) var texture: texture_2d<f32>;
@group(2) @binding(1) var tex_sampler: sampler;
struct VertexOutput {
@builtin(position) position: vec4f,
@location(0) @interpolate(flat) color: vec4f,
@location(1) uv: vec2f,
}
@vertex
fn vs_main(
@builtin(vertex_index) vertex_index: u32,
@builtin(instance_index) instance_index: u32,
) -> VertexOutput {
let vertex = vertices[vertex_index];
let instance = instances[instance_index];
let position = vec4(instance.matrix2 * vertex.position + instance.translation, 0.0, 1.0);
let relative_position = view.clip_from_world * position;
let uv = instance.texture_rect.xy + instance.texture_rect.zw * vertex.uv;
var out: VertexOutput;
out.position = relative_position;
out.color = unpack4x8unorm(instance.color);
out.uv = uv;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4f {
// return in.color;
return in.color * textureSample(texture, tex_sampler, in.uv);
}