@group(0) @binding(0)
var tex: texture_2d<f32>;
@group(0) @binding(1)
var samp: sampler;
// User shader globals - @group(1) for user
@group(1) @binding(0)
var<uniform> user_globals: array<vec4<f32>, 16>;
// Engine globals - @group(2) for system use
// globals[0].xy = [2.0/logical_w, 2.0/logical_h] (sw_inv_2, sh_inv_2)
// globals[0].zw = [1.0/logical_w, 1.0/logical_h] (sw_inv, sh_inv)
struct EngineGlobals {
screen: vec4<f32>,
opacity: f32,
shader_opacity: f32,
scale_factor: f32,
_padding: f32,
};
@group(2) @binding(0)
var<uniform> _sp_internal: EngineGlobals;
struct VsIn {
@builtin(vertex_index) vertex_index: u32,
@location(0) pos: vec2<f32>,
@location(1) rotation: f32,
@location(2) size: vec2<f32>,
@location(3) uv_rect: vec4<f32>,
@location(4) repeat: vec4<f32>,
};
struct VsOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) local_uv: vec2<f32>,
@location(2) uv_scale: vec2<f32>,
@location(3) uv_origin: vec2<f32>,
@location(4) repeat: vec4<f32>,
};
@vertex
fn vs_main(in: VsIn) -> VsOut {
var out: VsOut;
// Triangle Strip Quad: BL, BR, TL, TR
var pos_arr = array<vec2<f32>, 4>(
vec2<f32>(-1.0, -1.0),
vec2<f32>( 1.0, -1.0),
vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, 1.0)
);
// UVs follow pos: (0,1), (1,1), (0,0), (1,0)
var uv_arr = array<vec2<f32>, 4>(
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(0.0, 0.0),
vec2<f32>(1.0, 0.0)
);
let local_pos = pos_arr[in.vertex_index];
let uv = uv_arr[in.vertex_index];
// MVP calculation moved to GPU
let sw_inv_2 = _sp_internal.screen.x;
let sh_inv_2 = _sp_internal.screen.y;
let sw_inv = _sp_internal.screen.z;
let sh_inv = _sp_internal.screen.w;
let tx = in.pos.x * sw_inv_2 - 1.0;
let ty = 1.0 - in.pos.y * sh_inv_2;
let c = cos(in.rotation);
let s = sin(in.rotation);
let ox = (local_pos.x + 1.0) * 0.5 * in.size.x;
let oy = (1.0 - local_pos.y) * 0.5 * in.size.y;
let rx = c * ox + s * oy;
let ry = c * oy - s * ox;
let x = tx + rx * sw_inv_2;
let y = ty - ry * sh_inv_2;
out.clip_pos = vec4<f32>(x, y, 0.0, 1.0);
// local_uv is always 0..1 within the quad
out.local_uv = uv;
// UVs: u = u0 + uv.x * w, v = v0 + uv.y * h
out.uv = vec2<f32>(
in.uv_rect.x + uv.x * in.uv_rect.z,
in.uv_rect.y + uv.y * in.uv_rect.w
);
out.uv_scale = in.uv_rect.zw;
out.uv_origin = in.uv_rect.xy;
out.repeat = in.repeat;
return out;
}
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
let tile_count = max(in.repeat.xy, vec2<f32>(1.0, 1.0));
let tiled_uv = in.local_uv * tile_count;
let repeat_enabled = in.repeat.zw > vec2<f32>(0.5, 0.5);
let src_local_uv = vec2<f32>(
select(min(tiled_uv.x, 1.0), fract(tiled_uv.x), repeat_enabled.x),
select(min(tiled_uv.y, 1.0), fract(tiled_uv.y), repeat_enabled.y),
);
let repeat_mask =
select(select(0.0, 1.0, tiled_uv.x <= 1.0), 1.0, repeat_enabled.x) *
select(select(0.0, 1.0, tiled_uv.y <= 1.0), 1.0, repeat_enabled.y);
let src_uv = in.uv_origin + src_local_uv * in.uv_scale;
let c = textureSample(tex, samp, src_uv);
let opacity = _sp_internal.opacity * _sp_internal.shader_opacity;
var color = vec4<f32>(c.rgb, c.a * opacity * repeat_mask);
return color;
}