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Automatic texture batching + sprite rendering
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@@ -1,47 +1,56 @@
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struct Cell {
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position: vec2f,
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struct Sprite {
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matrix: mat4x4f,
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};
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struct VsUniform {
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mvp: mat4x4f,
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};
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struct VsI { //Vertex shader input
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@builtin(instance_index) instance: u32,
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@location(0) position: vec2f,
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@location(1) uv: vec2f,
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};
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struct Vs2Fs { //Vertex shader to Fragment shader
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@builtin(position) pos: vec4f,
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@location(0) @interpolate(flat) instance: u32,
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@location(0) @interpolate(linear) uv: vec2f,
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};
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struct FsO { //Fragment shader output
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@builtin(frag_depth) depth: f32,
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@location(0) color: vec4f,
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};
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fn color(i: u32) -> vec3f
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{
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let r: f32 = f32(((i >> 0) & 0xff));
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let g: f32 = f32(((i >> 8) & 0xff));
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let b: f32 = f32(((i >> 16) & 0xff));
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return vec3f(r / 255, g / 255, b / 255);
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}
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@binding(0) @group(0) var<uniform> vs_uniforms: VsUniform;
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@binding(0) @group(1) var tex: texture_2d<f32>;
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@binding(1) @group(1) var samp: sampler;
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@binding(2) @group(1) var<storage> sprites: array<Sprite>;
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//@binding(0) @group(0) var<uniform> mvp: mat4x4f;
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@binding(0) @group(1) var<storage> cells: array<Cell>;
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@vertex
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fn vs_main(input: VsI) -> Vs2Fs {
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@vertex fn vs_main(input: VsI) -> Vs2Fs {
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var output: Vs2Fs;
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output.pos = vec4f(cells[input.instance].position.xy, 0.0, 0.0)/* * mvp*/;
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output.instance = input.instance;
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output.pos = vec4f(input.position.x, input.position.y, 0, 0) * sprites[input.instance].matrix * vs_uniforms.mvp;
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output.uv = input.uv;
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return output;
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}
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@fragment
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fn fs_main(input: Vs2Fs) -> FsO {
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// Convert a 32bit uint color (hex representation) into a normalized vec4f
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/*fn convertColor(input: u32) -> vec4f {
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let r: f32 = f32(((input >> 0) & 0xff));
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let g: f32 = f32(((input >> 8) & 0xff));
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let b: f32 = f32(((input >> 16) & 0xff));
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let a: f32 = f32(((input >> 24) & 0xff));
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return vec4f(r / 255, g / 255, b / 255, a / 255);
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}*/
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// Get the texture array index from the UV
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/*fn indexFromCoord(uv: vec2f, width: u32, height: u32) -> u32 {
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let x: u32 = clamp(floor(uv.x * width), 0, width);
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let y: u32 = clamp(floor(uv.y * height), 0, height);
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return y * width + x;
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}*/
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@fragment fn fs_main(input: Vs2Fs) -> FsO {
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var output: FsO;
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output.depth = 1.0;
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output.color = vec4f(1.0, 0.0, 1.0, 1.0);
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//output.color = vec4f(color(input.instance), 1.0);
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output.color = textureSample(tex, samp, input.uv);
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return output;
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}
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