use oxygengine_ha_renderer::prelude::*;
pub fn default_prototype_sprite_material_graph() -> MaterialGraph {
material_graph! {
inputs {
[vertex] inout TextureCoord: vec3 = {vec3(0.0, 0.0, 0.0)};
[vertex] inout TintColor: vec4 = {vec4(1.0, 1.0, 1.0, 1.0)};
[fragment] uniform mainImage: sampler2D;
[fragment] uniform mainImageOffset: vec2;
[fragment] uniform mainImageSize: vec2;
[fragment] uniform mainImageTiling: vec2;
[fragment] uniform tint: vec4;
}
outputs {
[fragment] inout BaseColor: vec4;
}
[coord = (truncate_vec3, v: [TextureCoord => vTexCoord])]
[color = (virtualTexture2d,
sampler: mainImage,
coord: (fract_vec2, v: (mul_vec2, a: coord, b: mainImageTiling)),
offset: mainImageOffset,
size: mainImageSize
)]
[color := (mul_vec4, a: color, b: tint)]
[(mul_vec4, a: color, b: [TintColor => vColor]) -> BaseColor]
}
}