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struct Globals {
mvp: mat4x4<f32>,
size: vec2<f32>,
_pad0: u32,
_pad1: u32,
};
struct Locals {
position: vec2<f32>,
velocity: vec2<f32>,
color: u32,
_pad0: u32,
_pad1: u32,
_pad2: u32,
};
@group(0)
@binding(0)
var<uniform> globals: Globals;
@group(1)
@binding(0)
var<uniform> locals: Locals;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
@location(1) color: vec4<f32>,
};
@vertex
fn vs_main(@builtin(vertex_index) vi: u32) -> VertexOutput {
let tc = vec2<f32>(f32(vi & 1u), 0.5 * f32(vi & 2u));
let offset = vec2<f32>(tc.x * globals.size.x, tc.y * globals.size.y);
let pos = globals.mvp * vec4<f32>(locals.position + offset, 0.0, 1.0);
let color = vec4<f32>((vec4<u32>(locals.color) >> vec4<u32>(0u, 8u, 16u, 24u)) & vec4<u32>(255u)) / 255.0;
return VertexOutput(pos, tc, color);
}
@group(0)
@binding(1)
var tex: texture_2d<f32>;
@group(0)
@binding(2)
var sam: sampler;
@fragment
fn fs_main(vertex: VertexOutput) -> @location(0) vec4<f32> {
return vertex.color * textureSampleLevel(tex, sam, vertex.tex_coords, 0.0);
}