@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_layer: u32
}
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 a = vec2<f32>(cos(instance.rotation), sin(instance.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, 0.0, 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 vec4<f32>(1.0, 1.0, 1.0, 0.0);
return textureSample(t_diffuse, s_diffuse, in.texture_coordinates);
//return textureSample(t_diffuse, s_diffuse, );
}
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