// Vertex shader bindings
struct VertexOutput {
@location(0) tex_coord: vec2<f32>,
@builtin(position) position: vec4<f32>,
}
struct Locals {
transform: mat4x4<f32>,
input_size: vec4<f32>
}
@group(0) @binding(2) var<uniform> r_locals: Locals;
@vertex
fn vs_main(
@location(0) position: vec2<f32>,
) -> VertexOutput {
var out: VertexOutput;
// Output tex coord in texel coordinates (0..width, 0..height)
out.tex_coord = fma(position, vec2<f32>(0.5, -0.5), vec2<f32>(0.5, 0.5)) * r_locals.input_size.xy;
out.position = r_locals.transform * vec4<f32>(position, 0.0, 1.0);
return out;
}
// Fragment shader bindings
@group(0) @binding(0) var r_tex_color: texture_2d<f32>;
@group(0) @binding(1) var r_tex_sampler: sampler;
@fragment
fn fs_main(@location(0) tex_coord: vec2<f32>) -> @location(0) vec4<f32> {
let half = vec2<f32>(0.5);
let one = vec2<f32>(1.0);
let zero = vec2<f32>(0.0);
let texels_per_pixel = vec2<f32>(dpdx(tex_coord.x), dpdy(tex_coord.y));
let tex_coord_fract = fract(tex_coord);
let tex_coord_x = clamp(tex_coord_fract / texels_per_pixel, zero, half) + clamp((tex_coord_fract - one) / texels_per_pixel + half, zero, half);
let tex_coord_final = (floor(tex_coord) + tex_coord_x) * r_locals.input_size.zw;
return textureSample(r_tex_color, r_tex_sampler, tex_coord_final);
}