// NOTE: The `common.wgsl` source is prepended to this before compilation. struct VertexOutput { @builtin(position) position: vec4, @location(0) uv: vec2, }; @group(1) @binding(0) var transforms: common__Transforms; @group(2) @binding(0) var parent_texture: texture_2d; @group(2) @binding(1) var current_texture: texture_2d; @group(2) @binding(2) var texture_sampler: sampler; @vertex fn main_vertex(in: common__VertexInput) -> VertexOutput { let pos = common__globals.view_matrix * transforms.world_matrix * vec4(in.position.x, in.position.y, 1.0, 1.0); let uv = vec2((pos.x + 1.0) / 2.0, -((pos.y - 1.0) / 2.0)); return VertexOutput(pos, uv); } @fragment fn main_fragment(in: VertexOutput) -> @location(0) vec4 { // dst is the parent pixel we're blending onto var dst: vec4 = textureSample(parent_texture, texture_sampler, in.uv); // src is the pixel that we want to apply var src: vec4 = textureSample(current_texture, texture_sampler, in.uv); if (src.a > 0.0) { return vec4(dst.rgb * (1.0 - src.a), (1.0 - src.a) * dst.a); } else { if (true) { // This needs to be in a branch because... reasons. Bug in naga. // https://github.com/gfx-rs/naga/issues/2168 discard; } return dst; } }