struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) color: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
};
struct Uniforms {
origin: vec2<f32>,
scale: vec2<f32>,
tint: vec4<f32>,
};
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
fn srgb_to_linear(c: vec3<f32>) -> vec3<f32> {
let lo = c / 12.92;
let hi = pow((c + vec3<f32>(0.055)) / 1.055, vec3<f32>(2.4));
return select(lo, hi, c > vec3<f32>(0.04045));
}
@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
let clip = uniforms.origin + in.position * uniforms.scale;
out.clip_position = vec4<f32>(clip, 0.0, 1.0);
out.color = in.color;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let c_srgb = (in.color * uniforms.tint);
let rgb_lin = srgb_to_linear(c_srgb.rgb);
let a = c_srgb.a;
return vec4<f32>(rgb_lin * a, a);
}