ruffle/render/wgpu/shaders/copy.wgsl

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WebGPU Shading Language
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/// Shader used for drawing bitmap fills.
#import common
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
#if use_push_constants == true
var<push_constant> transforms: common::Transforms;
@group(1) @binding(0) var<uniform> textureTransforms: common::TextureTransforms;
@group(1) @binding(1) var texture: texture_2d<f32>;
@group(1) @binding(2) var texture_sampler: sampler;
#else
@group(1) @binding(0) var<uniform> transforms: common::Transforms;
@group(2) @binding(0) var<uniform> textureTransforms: common::TextureTransforms;
@group(2) @binding(1) var texture: texture_2d<f32>;
@group(2) @binding(2) var texture_sampler: sampler;
#endif
@vertex
fn main_vertex(in: common::VertexInput) -> VertexOutput {
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let matrix_ = textureTransforms.texture_matrix;
let uv = (mat3x3<f32>(matrix_[0].xyz, matrix_[1].xyz, matrix_[2].xyz) * vec3<f32>(in.position, 1.0)).xy;
let pos = common::globals.view_matrix * transforms.world_matrix * vec4<f32>(in.position.x, in.position.y, 0.0, 1.0);
return VertexOutput(pos, uv);
}
@fragment
fn main_fragment(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(texture, texture_sampler, in.uv);
}