struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
struct SampleUniforms {
origin: vec2<f32>,
scale: vec2<f32>,
uv_origin: vec2<f32>,
uv_scale: vec2<f32>,
tint: vec4<f32>,
tint_mode: u32,
rotation: f32,
}
@group(0) @binding(0)
var atlas_texture: texture_2d<f32>;
@group(0) @binding(1)
var atlas_sampler: sampler;
@group(0) @binding(2)
var<uniform> uniforms: SampleUniforms;
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
let positions = array<vec2<f32>, 6>(
vec2<f32>(0.0, 0.0),
vec2<f32>(1.0, 0.0),
vec2<f32>(0.0, 1.0),
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 0.0),
vec2<f32>(1.0, 1.0),
);
var out: VertexOutput;
let quad_pos = positions[vertex_index];
let centered = quad_pos - vec2<f32>(0.5, 0.5);
let c = cos(uniforms.rotation);
let s = sin(uniforms.rotation);
let rotated = vec2<f32>(
centered.x * c - centered.y * s,
centered.x * s + centered.y * c
);
let pos = rotated + vec2<f32>(0.5, 0.5);
out.clip_position = vec4<f32>(uniforms.origin + pos * uniforms.scale, 0.0, 1.0);
out.uv = uniforms.uv_origin + quad_pos * uniforms.uv_scale;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let sampled = textureSample(atlas_texture, atlas_sampler, in.uv);
// tint_mode == 1u is Solid, 0u is Multiply (default)
if (uniforms.tint_mode == 1u) {
let alpha = sampled.a * uniforms.tint.a;
return vec4<f32>(uniforms.tint.rgb * alpha, alpha);
} else {
let tinted = sampled * uniforms.tint;
return vec4<f32>(tinted.rgb * tinted.a, tinted.a);
}
}