let NUM_VERTICES_PER_QUAD:i32 = 6; let PI:f32 = 3.14159265359; let TWO_PI:f32 = 6.28318530718; [[block]] struct Config { numColumns: i32; numRows: i32; }; [[group(0), binding(0)]] var config:Config; [[block]] struct MSDF { glyphTextureColumns: i32; glyphSequenceLength: i32; }; [[group(0), binding(1)]] var msdf:MSDF; [[group(0), binding(2)]] var msdfSampler: sampler; [[group(0), binding(3)]] var msdfTexture: texture_2d; [[block]] struct Time { now: i32; frame: i32; }; [[group(0), binding(4)]] var time:Time; [[block]] struct Scene { screenSize: vec2; camera: mat4x4; transform: mat4x4; }; [[group(0), binding(5)]] var scene:Scene; // Vertex shader struct VertexOutput { [[builtin(position)]] Position:vec4; [[location(0)]] UV:vec2; }; [[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] VertexIndex:u32) -> VertexOutput { var i = i32(VertexIndex); var quadIndex = i / NUM_VERTICES_PER_QUAD; var cornerPosition = vec2( f32(i % 2), f32(((i + 1) % NUM_VERTICES_PER_QUAD / 3)) ); var cellPosition = vec2( quadIndex % config.numColumns, quadIndex / config.numColumns ); var position = cornerPosition; position = position + vec2(cellPosition); position = position / vec2( f32(config.numColumns), f32(config.numRows) ); position = 1.0 - position * 2.0; // position = position * scene.screenSize; var depth:f32 = 0.0; var pos: vec4 = vec4(position, depth, 1.0); // pos.x = pos.x / glyphHeightToWidth; pos = scene.camera * scene.transform * pos; return VertexOutput( pos, cornerPosition ); } // Fragment shader [[stage(fragment)]] fn fragMain([[location(0)]] UV:vec2) -> [[location(0)]] vec4 { var color:vec4 = textureSample(msdfTexture, msdfSampler, UV / f32(msdf.glyphTextureColumns)); // color.b = color.b * (sin(f32(time.now) / 1000.0 * TWO_PI) * 0.5 + 0.5); color.b = color.b * f32(time.frame / 60 % 2); var now = time.now; return color; }