2021-10-20 21:44:06 +00:00
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/// Shader used for drawing solid color fills.
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2023-01-06 22:17:42 +00:00
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#import common
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2023-01-30 20:45:44 +00:00
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struct VertexInput {
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@location(0) position: vec2<f32>,
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@location(1) color: vec4<f32>,
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};
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2021-10-20 21:44:06 +00:00
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struct VertexOutput {
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2022-07-02 12:18:30 +00:00
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@builtin(position) position: vec4<f32>,
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@location(0) color: vec4<f32>,
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2021-10-20 21:44:06 +00:00
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};
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2023-01-06 22:17:42 +00:00
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#if use_push_constants == true
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2023-01-07 09:19:14 +00:00
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var<push_constant> pc: common::PushConstants;
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2023-01-06 22:17:42 +00:00
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#else
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@group(1) @binding(0) var<uniform> transforms: common::Transforms;
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2023-01-07 09:19:14 +00:00
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@group(2) @binding(0) var<uniform> colorTransforms: common::ColorTransforms;
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2023-01-06 22:17:42 +00:00
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#endif
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2022-07-02 12:18:30 +00:00
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@vertex
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2023-01-30 20:45:44 +00:00
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fn main_vertex(in: VertexInput) -> VertexOutput {
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2023-01-07 09:19:14 +00:00
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#if use_push_constants == true
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var transforms = pc.transforms;
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#endif
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2023-01-06 22:17:42 +00:00
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let pos = common::globals.view_matrix * transforms.world_matrix * vec4<f32>(in.position.x, in.position.y, 0.0, 1.0);
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2023-01-07 09:19:14 +00:00
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return VertexOutput(pos, in.color);
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2021-10-20 21:44:06 +00:00
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}
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2022-07-02 12:18:30 +00:00
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@fragment
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fn main_fragment(in: VertexOutput) -> @location(0) vec4<f32> {
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2023-01-07 09:19:14 +00:00
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#if use_push_constants == true
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var colorTransforms = pc.colorTransforms;
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#endif
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2023-02-24 10:12:20 +00:00
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let color = saturate(in.color * colorTransforms.mult_color + colorTransforms.add_color);
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let alpha = saturate(color.a);
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2023-01-07 14:34:59 +00:00
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return vec4<f32>(color.rgb * alpha, alpha);
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2021-10-20 21:44:06 +00:00
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}
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