struct Globals { transform: mat4x4, } @group(0) @binding(0) var globals: Globals; @group(0) @binding(1) var u_sampler: sampler; @group(1) @binding(0) var u_texture: texture_2d_array; struct VertexInput { @builtin(vertex_index) vertex_index: u32, @location(0) pos: vec2, @location(1) center: vec2, @location(2) scale: vec2, @location(3) rotation: f32, @location(4) opacity: f32, @location(5) atlas_pos: vec2, @location(6) atlas_scale: vec2, @location(7) layer: i32, } struct VertexOutput { @builtin(position) position: vec4, @location(0) uv: vec2, @location(1) layer: f32, // this should be an i32, but naga currently reads that as requiring interpolation. @location(2) opacity: f32, } @vertex fn vs_main(input: VertexInput) -> VertexOutput { var out: VertexOutput; // Generate a vertex position in the range [0, 1] from the vertex index. var v_pos = vertex_position(input.vertex_index); // Map the vertex position to the atlas texture. out.uv = vec2(v_pos * input.atlas_scale + input.atlas_pos); out.layer = f32(input.layer); out.opacity = input.opacity; // Calculate the vertex position and move the center to the origin v_pos = input.pos + v_pos * input.scale - input.center; // Apply the rotation around the center of the image let cos_rot = cos(input.rotation); let sin_rot = sin(input.rotation); let rotate = mat4x4( vec4(cos_rot, sin_rot, 0.0, 0.0), vec4(-sin_rot, cos_rot, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0) ); // Calculate the final position of the vertex out.position = globals.transform * (vec4(input.center, 0.0, 0.0) + rotate * vec4(v_pos, 0.0, 1.0)); return out; } @fragment fn fs_main(input: VertexOutput) -> @location(0) vec4 { // Sample the texture at the given UV coordinate and layer. return textureSample(u_texture, u_sampler, input.uv, i32(input.layer)) * vec4(1.0, 1.0, 1.0, input.opacity); }