77 lines
1.7 KiB
WebGPU Shading Language
77 lines
1.7 KiB
WebGPU Shading Language
struct View {
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stretch: vec2<f32>,
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pos: vec2<f32>,
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rendered_chunks: vec2<u32>,
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}
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@group(0) @binding(0)
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var<storage> view: View;
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@group(0) @binding(1)
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var chunks: texture_2d_array<u32>;
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@group(0) @binding(2)
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var tex: texture_2d<f32>;
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@group(0) @binding(3)
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var sam: sampler;
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struct VertexOutput {
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@builtin(position) vertex_pos: vec4<f32>,
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@location(0) world_pos: vec2<f32>,
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@location(1) tex_pos: vec2<f32>,
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};
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@vertex
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fn vs_main(
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@builtin(vertex_index) vi: u32,
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@builtin(instance_index) ii: u32,
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) -> VertexOutput {
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var out: VertexOutput;
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let pos = vec2<f32>(
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f32(vi % 2u),
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f32(vi / 2u),
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) * 2.0 - 1.0;
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out.vertex_pos = vec4<f32>(pos.x, -pos.y, 0.0, 1.0);
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out.world_pos = pos / 2.0;
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out.world_pos.y *= -1.0;
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out.world_pos *= view.stretch;
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out.world_pos += view.pos;
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let pos2 = vec2<f32>(
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f32(vi % 2u),
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f32(vi / 2u),
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);
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out.tex_pos = pos2;
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out.tex_pos.y = 1.0 - out.tex_pos.y;
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return out;
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}
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@fragment
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fn fs_main(
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in: VertexOutput,
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) -> @location(0) vec4<f32> {
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// let a = textureLoad(chunks, vec2<u32>(0), 0, 0);
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// let rc = vec2<i32>(view.rendered_chunks);
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// let rcf = vec2<f32>(rc);
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// let cposi = vec2<i32>(floor(in.world_pos));
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// let cposu = vec2<i32>(
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// rem_euclid(cposi.x, rc.x),
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// rem_euclid(cposi.y, rc.y)
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// );
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// let cposf = vec2<f32>(cposu);
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// return vec4(cposf / rcf, 0.0, 1.0);
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return textureSample(tex, sam, in.tex_pos);
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}
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fn div_euclid(x: i32, y: i32) -> i32 {
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if x < 0 {
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return -((-x - 1) / y) - 1;
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}
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return x / y;
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}
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fn rem_euclid(x: i32, y: i32) -> i32 {
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return x - div_euclid(x, y) * y;
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}
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