43 lines
1018 B
Plaintext
43 lines
1018 B
Plaintext
struct CameraUniform {
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scale: vec2<f32>,
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offset: vec2<f32>,
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};
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@group(0) @binding(0) var<uniform> camera: CameraUniform;
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@group(1) @binding(0) var quad_texture: texture_2d<f32>;
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@group(1) @binding(1) var quad_sampler: sampler;
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struct VertexIn {
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@location(0) position: vec2<f32>,
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@location(1) uv: vec2<f32>,
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};
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struct InstanceIn {
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@location(2) world_pos: vec2<f32>,
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@location(3) size: vec2<f32>,
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};
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struct VertexOut {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) uv: vec2<f32>,
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};
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@vertex
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fn vs_main(vin: VertexIn, iin: InstanceIn) -> VertexOut {
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var out: VertexOut;
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let world = iin.world_pos + vin.position * iin.size;
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let ndc = world * camera.scale + camera.offset;
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out.clip_position = vec4<f32>(ndc, 0.0, 1.0);
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out.uv = vin.uv;
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return out;
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}
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@fragment
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fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
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let color = textureSample(quad_texture, quad_sampler, in.uv);
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if (color.a < 0.01) {
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discard;
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}
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return color;
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}
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