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authorMicha White <botahamec@outlook.com>2022-10-20 20:39:44 -0400
committerMicha White <botahamec@outlook.com>2022-10-20 20:39:44 -0400
commit93347346e8bd8f7412ae03a0858dd307a1df2e0d (patch)
tree17805956857c76b5fed3f47a821fcdf6141cf7a6 /shaders
parente337741969160603f06a7f2b30cda375eeef99fb (diff)
Moved files into workspace
Diffstat (limited to 'shaders')
-rw-r--r--shaders/sprite.wgsl62
1 files changed, 0 insertions, 62 deletions
diff --git a/shaders/sprite.wgsl b/shaders/sprite.wgsl
deleted file mode 100644
index 60b5773..0000000
--- a/shaders/sprite.wgsl
+++ /dev/null
@@ -1,62 +0,0 @@
-
-@group(0) @binding(0)
-var<uniform> camera: mat4x4<f32>;
-
-struct VertexInput {
- @location(0) position: vec2<f32>
-}
-
-struct InstanceInput {
- @location(1) position: vec2<f32>,
- @location(2) size: vec2<f32>,
- @location(3) texture_coordinates: vec2<f32>,
- @location(4) texture_size: vec2<f32>,
- @location(5) texture_atlas_index: u32,
- @location(6) rotation: f32,
- @location(7) z_index: f32,
-}
-
-struct VertexOutput {
- @builtin(position) clip_position: vec4<f32>,
- @location(0) texture_coordinates: vec2<f32>,
- @location(1) texture_atlas_index: u32
-}
-
-@vertex
-fn vs_main(model: VertexInput, instance: InstanceInput) -> VertexOutput {
- var out: VertexOutput;
-
- // rotate the sprite
- let rotation = -instance.rotation;
- let a = vec2<f32>(cos(rotation), sin(rotation));
- let b = vec2<f32>(-a[1], a[0]);
- let rotation = mat2x2<f32>(a, b);
- let rotated = rotation * model.position;
-
- // scale the sprite
- let scaled = rotated * instance.size;
-
- // move the sprite
- let position2d = scaled + instance.position;
-
- // camera stuff
- let position4d = vec4<f32>(position2d, instance.z_index, 1.0);
- let position = camera * position4d;
-
- let tex_coords = vec2<f32>(model.position[0] + 0.5, 1.0 - (model.position[1] + 0.5));
-
- out.clip_position = position;
- out.texture_atlas_index = instance.texture_atlas_index;
- out.texture_coordinates = tex_coords * instance.texture_size + instance.texture_coordinates;
- return out;
-}
-
-@group(1) @binding(0)
-var t_diffuse: texture_2d<f32>;
-@group(1) @binding(1)
-var s_diffuse: sampler;
-
-@fragment
-fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
- return textureSample(t_diffuse, s_diffuse, in.texture_coordinates);
-} \ No newline at end of file