struct VertexOutput {
@location(0) UV: vec2<f32>,
@location(1) @interpolate(flat) FgColor: u32,
@location(2) @interpolate(flat) UnderlinePos: u32,
@location(3) @interpolate(flat) UnderlineColor: u32,
@builtin(position) gl_Position: vec4<f32>,
}
@group(0) @binding(0)
var<uniform> ScreenSize: vec4<f32>;
@vertex
fn vs_main(
@location(0) VertexCoord: vec2<f32>,
@location(1) UV: vec2<f32>,
@location(2) FgColor: u32,
@location(3) UnderlinePos: u32,
@location(4) UnderlineColor: u32,
) -> VertexOutput {
let gl_Position = vec4<f32>((2.0 * VertexCoord / ScreenSize.xy - 1.0) * vec2(1.0, -1.0), 0.0, 1.0);
return VertexOutput(UV, FgColor, UnderlinePos, UnderlineColor, gl_Position);
}
struct FragmentOutput {
@location(0) FragColor: vec4<f32>,
}
@group(1) @binding(0)
var Atlas: texture_2d<f32>;
@group(1) @binding(1)
var Mask: texture_2d<f32>;
@group(1) @binding(2)
var Sampler: sampler;
@group(1) @binding(3)
var<uniform> AtlasSize: vec4<f32>;
fn unpack_color(color: u32) -> vec4<f32> {
return vec4<f32>(
f32(color >> 24u) / 255.0,
f32((color >> 16u) & 0xFFu) / 255.0,
f32((color >> 8u) & 0xFFu) / 255.0,
f32(color & 0xFFu) / 255.0,
);
}
@fragment
fn fs_main(
@location(0) UV: vec2<f32>,
@location(1) @interpolate(flat) FgColor: u32,
@location(2) @interpolate(flat) UnderlinePos: u32,
@location(3) @interpolate(flat) UnderlineColor: u32,
) -> FragmentOutput {
let underLineColorUnpacked = unpack_color(UnderlineColor);
var fgColorUnpacked = unpack_color(FgColor);
var textureColor = textureSample(Atlas, Sampler, UV / AtlasSize.xy);
let alpha = textureColor.a * fgColorUnpacked.a;
textureColor.a = alpha;
fgColorUnpacked.a = alpha;
let mask = textureSample(Mask, Sampler, UV / AtlasSize.xy);
var fgColor = select(fgColorUnpacked, textureColor, mask.r == 1.0);
let yMax = UnderlinePos & 0xFFFFu;
let yMin = UnderlinePos >> 16u;
fgColor = select(fgColor, underLineColorUnpacked, u32(UV.y) >= yMin && u32(UV.y) < yMax);
return FragmentOutput(fgColor);
}