1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
|
struct Globals {
transform: mat4x4<f32>,
}
@group(0) @binding(0) var<uniform> globals: Globals;
@group(0) @binding(1) var u_sampler: sampler;
@group(1) @binding(0) var u_texture: texture_2d_array<f32>;
struct VertexInput {
@builtin(vertex_index) vertex_index: u32,
@location(0) pos: vec2<f32>,
@location(1) center: vec2<f32>,
@location(2) image_size: vec2<f32>,
@location(3) rotation: f32,
@location(4) scale: vec2<f32>,
@location(5) atlas_pos: vec2<f32>,
@location(6) atlas_scale: vec2<f32>,
@location(7) layer: i32,
}
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) layer: f32, // this should be an i32, but naga currently reads that as requiring interpolation.
}
@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<f32>(v_pos * input.atlas_scale + input.atlas_pos);
out.layer = f32(input.layer);
// Calculate the vertex position and move the center to the origin
v_pos = input.pos + v_pos * input.image_size - 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<f32>(
vec4<f32>(cos_rot, sin_rot, 0.0, 0.0),
vec4<f32>(-sin_rot, cos_rot, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(0.0, 0.0, 0.0, 1.0)
);
// Scale the image and then translate to the final position by moving the center to the position
let scale_translate = mat4x4<f32>(
vec4<f32>(input.scale.x, 0.0, 0.0, 0.0),
vec4<f32>(0.0, input.scale.y, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(input.center, 0.0, 1.0)
);
// Calculate the final position of the vertex
out.position = globals.transform * scale_translate * rotate * vec4<f32>(v_pos, 0.0, 1.0);
return out;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
// Sample the texture at the given UV coordinate and layer.
return textureSample(u_texture, u_sampler, input.uv, i32(input.layer));
}
|