pittore 0.2.4

Simple toolkit for 2D visualization based on wgpu.
Documentation
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);
}