/// Shader used for drawing bitmap fills. struct VertexOutput { [[builtin(position)]] position: vec4; [[location(0)]] uv: vec2; }; [[group(2), binding(0)]] var textureTransforms: TextureTransforms; [[group(2), binding(1)]] var texture: texture_2d; [[group(3), binding(0)]] var texture_sampler: sampler; [[stage(vertex)]] fn main_vertex(in: VertexInput) -> VertexOutput { let matrix = textureTransforms.matrix; let uv = (mat3x3(matrix[0].xyz, matrix[1].xyz, matrix[2].xyz) * vec3(in.position, 1.0)).xy; let pos = globals.view_matrix * transforms.world_matrix * vec4(in.position.x, in.position.y, 0.0, 1.0); return VertexOutput(pos, uv); } [[stage(fragment)]] fn main_fragment(in: VertexOutput) -> [[location(0)]] vec4 { var color: vec4 = textureSample(texture, texture_sampler, in.uv); // Texture is premultiplied by alpha. // Unmultiply alpha, apply color transform, remultiply alpha. if( color.a > 0.0 ) { color = vec4(color.rgb / color.a, color.a); color = color * transforms.mult_color + transforms.add_color; color = vec4(color.rgb * color.a, color.a); } let out = color; return output(out); }