soorat 1.0.0

Soorat — GPU rendering engine for AGNOS
Documentation
// Sprite vertex + fragment shader.

struct Uniforms {
    projection: mat4x4<f32>,
}

@group(0) @binding(0)
var<uniform> uniforms: Uniforms;

@group(1) @binding(0)
var t_sprite: texture_2d<f32>;
@group(1) @binding(1)
var s_sprite: sampler;

struct VertexInput {
    @location(0) position: vec2<f32>,
    @location(1) tex_coords: vec2<f32>,
    @location(2) color: vec4<f32>,
}

struct VertexOutput {
    @builtin(position) clip_position: vec4<f32>,
    @location(0) tex_coords: vec2<f32>,
    @location(1) color: vec4<f32>,
}

@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
    var out: VertexOutput;
    out.clip_position = uniforms.projection * vec4<f32>(in.position, 0.0, 1.0);
    out.tex_coords = in.tex_coords;
    out.color = in.color;
    return out;
}

@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
    let tex_color = textureSample(t_sprite, s_sprite, in.tex_coords);
    return tex_color * in.color;
}