/// Shader used for drawing bitmap fills. #import common struct VertexOutput { @builtin(position) position: vec4, @location(0) uv: vec2, }; @group(1) @binding(0) var transforms: common::Transforms; @group(2) @binding(0) var textureTransforms: common::TextureTransforms; @group(2) @binding(1) var texture: texture_2d; @group(2) @binding(2) var texture_sampler: sampler; @vertex fn main_vertex(in: common::VertexInput) -> VertexOutput { let matrix_ = textureTransforms.texture_matrix; let uv = (mat3x3(matrix_[0].xyz, matrix_[1].xyz, matrix_[2].xyz) * vec3(in.position, 1.0)).xy; let pos = common::globals.view_matrix * transforms.world_matrix * vec4(in.position.x, in.position.y, 0.0, 1.0); return VertexOutput(pos, uv); } @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; #if early_saturate == true color = saturate(color); #endif color = vec4(color.rgb * color.a, color.a); #if early_saturate == false color = saturate(color); #endif } return color; }