struct CameraUniform {
view_proj: mat4x4<f32>,
};
@group(0) @binding(0)
var<uniform> camera: CameraUniform;
struct CharShapeUniform {
color: vec4<f32>,
position: vec3<f32>,
scale: vec3<f32>
}
@group(1) @binding(0)
var<uniform> char_shape: CharShapeUniform;
@group(2) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(2) @binding(1)
var s_diffuse: sampler;
struct VertexInput {
@location(0) position: vec4<f32>,
@location(1) tex_coords: vec2<f32>,
@location(2) normal: vec3<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
@location(1) world_normal: vec3<f32>,
@location(2) world_position: vec3<f32>,
}
@vertex
fn vs_main(
model: VertexInput,
// instance: InstanceInput,
) -> VertexOutput {
var out: VertexOutput;
out.tex_coords = model.tex_coords;
out.world_normal = model.normal;
var world_position: vec4<f32> = vec4<f32>((char_shape.scale * model.position.xyz) + char_shape.position, 1.0);
out.world_position = world_position.xyz;
out.clip_position = camera.view_proj * world_position;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
// Sampler AddressMode::MirrorRepeat + Move down one tex = Free Y-flip!
let sample_position = in.tex_coords;
let tex_color = textureSample(t_diffuse, s_diffuse, sample_position);
let color = mix(char_shape.color, tex_color, tex_color.a);
if color.a == 0.0 {
discard;
}
return color;
}
@fragment
fn fs_color_only(in: VertexOutput) -> @location(0) vec4<f32> {
let color = char_shape.color;
if color.a == 0.0 {
discard;
}
return color;
}