// sprite_outline_mask.wgsl : renders selected sprite billboards as solid
// quads into the R8 outline mask texture. Uses the same bind group layout
// and vertex transform as sprite.wgsl but outputs a flat mask value instead
// of textured/coloured fragments.
//
// Group 0: Camera (view_proj, view matrix for cam_right/cam_up, viewport dims).
// Group 1: SpriteUniform + texture + sampler + instance storage buffer
// (texture/sampler unused, but layout must match).
struct Camera {
view_proj: mat4x4<f32>,
eye_pos: vec3<f32>,
_pad: f32,
forward: vec3<f32>,
_pad1: f32,
inv_view_proj: mat4x4<f32>,
view: mat4x4<f32>,
};
struct ClipPlanes {
planes: array<vec4<f32>, 6>,
count: u32,
_pad0: u32,
viewport_width: f32,
viewport_height: f32,
};
struct SpriteUniform {
model: mat4x4<f32>,
world_space: u32,
has_texture: u32,
_pad0: u32,
_pad1: u32,
};
struct SpriteInstance {
colour: vec4<f32>,
size: f32,
rotation: f32,
_pad0: f32,
_pad1: f32,
uv_rect: vec4<f32>,
};
@group(0) @binding(0) var<uniform> camera: Camera;
@group(0) @binding(4) var<uniform> clip_planes: ClipPlanes;
@group(1) @binding(0) var<uniform> sprite_ub: SpriteUniform;
@group(1) @binding(1) var sprite_texture: texture_2d<f32>;
@group(1) @binding(2) var sprite_sampler: sampler;
@group(1) @binding(3) var<storage, read> instance_buf: array<SpriteInstance>;
struct VertexIn {
@location(0) position: vec3<f32>,
@builtin(vertex_index) vertex_index: u32,
@builtin(instance_index) instance_index: u32,
};
fn quad_corner(vi: u32) -> vec2<f32> {
switch vi {
case 0u: { return vec2<f32>(-1.0, -1.0); }
case 1u: { return vec2<f32>( 1.0, -1.0); }
case 2u: { return vec2<f32>(-1.0, 1.0); }
case 3u: { return vec2<f32>(-1.0, 1.0); }
case 4u: { return vec2<f32>( 1.0, -1.0); }
default: { return vec2<f32>( 1.0, 1.0); }
}
}
@vertex
fn vs_main(in: VertexIn) -> @builtin(position) vec4<f32> {
let inst = instance_buf[in.instance_index];
let world_pos = (sprite_ub.model * vec4<f32>(in.position, 1.0)).xyz;
let corner = quad_corner(in.vertex_index);
let c = cos(inst.rotation);
let s = sin(inst.rotation);
let rotated = vec2<f32>(
c * corner.x - s * corner.y,
s * corner.x + c * corner.y,
);
if sprite_ub.world_space != 0u {
let cam_right = vec3<f32>(camera.view[0][0], camera.view[1][0], camera.view[2][0]);
let cam_up = vec3<f32>(camera.view[0][1], camera.view[1][1], camera.view[2][1]);
let half = inst.size * 0.5;
let ws_pos = world_pos
+ cam_right * (rotated.x * half)
+ cam_up * (rotated.y * half);
return camera.view_proj * vec4<f32>(ws_pos, 1.0);
} else {
let center = camera.view_proj * vec4<f32>(world_pos, 1.0);
let half_px = inst.size * 0.5;
let ndc_off = rotated * half_px
/ vec2<f32>(clip_planes.viewport_width, clip_planes.viewport_height);
return vec4<f32>(
center.x + ndc_off.x * center.w,
center.y + ndc_off.y * center.w,
center.z,
center.w,
);
}
}
@fragment
fn fs_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}