struct RectUniform {
position: vec4<f32>,
color: vec4<f32>,
screen_size: vec2<f32>,
}
struct RectInstances {
instances: array<RectUniform>,
}
@group(0) @binding(0)
var<storage, read> uniforms: RectInstances;
struct VertexInput {
@location(0) position: vec2<f32>,
@builtin(instance_index) instance_index: u32,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
}
@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
let uniform = uniforms.instances[in.instance_index];
let pixel_pos = uniform.position.xy + in.position * uniform.position.zw;
let clip = vec2<f32>(
(pixel_pos.x / uniform.screen_size.x) * 2.0 - 1.0,
(pixel_pos.y / uniform.screen_size.y) * -2.0 + 1.0,
);
var out: VertexOutput;
out.clip_position = vec4<f32>(clip, 0.0, 1.0);
out.color = uniform.color;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color;
}