repose-render-wgpu 0.11.0

Repose wgpu handler
Documentation
struct Globals {
    ndc_to_px: vec2<f32>,
    _pad: vec2<f32>,
};
@group(0) @binding(0) var<uniform> G: Globals;

struct VSOut {
    @builtin(position) pos: vec4<f32>,
    @location(0) color: vec4<f32>,
    @location(1) uv: vec2<f32>,
};

@vertex
fn vs_main(
    @location(0) xywh: vec4<f32>,
    @location(1) uv_rect: vec4<f32>,
    @location(2) color: vec4<f32>,
    @builtin(vertex_index) v: u32
) -> VSOut {
    var positions = array<vec2<f32>, 6>(
        vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(1.0, 1.0),
        vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 1.0)
    );
    var uvs = array<vec2<f32>, 6>(
        vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(1.0, 1.0),
        vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 1.0)
    );
    let p = positions[v];
    let uv_lerp = uvs[v];
    let pos_ndc = xywh.xy + p * xywh.zw;

    var out: VSOut;
    out.pos = vec4(pos_ndc, 0.0, 1.0);
    out.uv = mix(uv_rect.xy, uv_rect.zw, uv_lerp);
    out.color = color;
    return out;
}

@group(1) @binding(0) var glyph_tex: texture_2d<f32>;
@group(1) @binding(1) var glyph_sampler: sampler;

@fragment
fn fs_main(in: VSOut) -> @location(0) vec4<f32> {
    let c = textureSample(glyph_tex, glyph_sampler, in.uv);
    let tinted_rgb = c.rgb * in.color.rgb;
    let a = c.a * in.color.a;
    return vec4(tinted_rgb * a, a);
}