6a984b40d9
refactor world shader vertex position calculation
133 lines
5.2 KiB
WebGPU Shading Language
133 lines
5.2 KiB
WebGPU Shading Language
struct Per_Frame_Data_std140_0
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{
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@align(16) drag_start_0 : vec2<i32>,
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@align(8) mouse_0 : vec2<i32>,
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@align(16) grid_offset_0 : vec2<f32>,
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@align(8) grid_width_0 : u32,
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@align(4) map_width_0 : u32,
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@align(16) grid_height_0 : u32,
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};
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@binding(1) @group(1) var<uniform> per_frame_0 : Per_Frame_Data_std140_0;
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@binding(0) @group(0) var map_texture_0 : texture_2d<u32>;
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struct _MatrixStorage_float4x4_ColMajorstd140_0
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{
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@align(16) data_0 : array<vec4<f32>, i32(4)>,
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};
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@binding(0) @group(1) var<uniform> view_projection_matrix_0 : _MatrixStorage_float4x4_ColMajorstd140_0;
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@binding(0) @group(2) var block2_tile_atlas_texture_0 : texture_2d<f32>;
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@binding(1) @group(2) var block2_tile_atlas_sampler_0 : sampler;
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@binding(2) @group(2) var<storage, read> block2_tile_uvs_0 : array<vec4<f32>>;
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@binding(0) @group(3) var<uniform> block3_tint_0 : vec3<f32>;
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struct VertexShaderOutput_0
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{
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@builtin(position) pos_0 : vec4<f32>,
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@location(0) uv_0 : vec2<f32>,
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@location(1) tile_0 : u32,
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};
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@vertex
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fn main_vertex(@builtin(vertex_index) vertex_index_0 : u32, @builtin(instance_index) instance_index_0 : u32) -> VertexShaderOutput_0
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{
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var output_0 : VertexShaderOutput_0;
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const _S1 : vec2<f32> = vec2<f32>(0.0f, 0.0f);
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var vertex_pos_0 : vec2<f32>;
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var vertex_uv_0 : vec2<f32>;
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switch(vertex_index_0)
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{
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case u32(0):
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{
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vertex_pos_0 = vec2<f32>(-1.0f, 0.0f);
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vertex_uv_0 = _S1;
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}
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case u32(1):
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{
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const _S2 : vec2<f32> = vec2<f32>(0.0f, 1.0f);
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vertex_pos_0 = vec2<f32>(-1.0f, -1.0f);
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vertex_uv_0 = _S2;
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}
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case u32(2):
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{
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const _S3 : vec2<f32> = vec2<f32>(1.0f, 1.0f);
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vertex_pos_0 = vec2<f32>(0.0f, -1.0f);
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vertex_uv_0 = _S3;
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}
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case u32(3):
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{
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vertex_pos_0 = vec2<f32>(-1.0f, 0.0f);
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vertex_uv_0 = _S1;
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}
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case u32(4):
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{
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const _S4 : vec2<f32> = vec2<f32>(1.0f, 1.0f);
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vertex_pos_0 = vec2<f32>(0.0f, -1.0f);
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vertex_uv_0 = _S4;
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}
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case u32(5):
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{
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const _S5 : vec2<f32> = vec2<f32>(1.0f, 0.0f);
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vertex_pos_0 = _S1;
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vertex_uv_0 = _S5;
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}
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default :
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{
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vertex_pos_0 = _S1;
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vertex_uv_0 = _S1;
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}
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}
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var _S6 : u32 = instance_index_0 % per_frame_0.map_width_0;
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var _S7 : u32 = instance_index_0 / per_frame_0.map_width_0;
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var _S8 : vec2<u32> = vec2<u32>(_S6, _S7);
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var _S9 : vec3<i32> = vec3<i32>(vec3<u32>(_S8, u32(0)));
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output_0.tile_0 = (textureLoad((map_texture_0), ((_S9)).xy, ((_S9)).z).x);
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output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(vec2<f32>(_S8) + vertex_pos_0, 0.0f, 1.0f))));
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output_0.uv_0 = vertex_uv_0;
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return output_0;
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}
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fn CombinedTextureSampler_Sample_0( this_texture_0 : texture_2d<f32>, this_sampler_0 : sampler, location_0 : vec2<f32>) -> vec4<f32>
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{
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return (textureSample((this_texture_0), (this_sampler_0), (location_0)));
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}
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fn pixel_art_sample_0( input_texture_texture_0 : texture_2d<f32>, input_texture_sampler_0 : sampler, input_uv_0 : vec2<f32>, tile_uv_0 : vec4<f32>) -> vec4<f32>
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{
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var dimensions_0 : vec2<f32>;
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var _S10 : f32 = dimensions_0[i32(0)];
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var _S11 : f32 = dimensions_0[i32(1)];
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{var dim = textureDimensions((input_texture_texture_0));((_S10)) = f32(dim.x);((_S11)) = f32(dim.y);};
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dimensions_0[i32(0)] = _S10;
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dimensions_0[i32(1)] = _S11;
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var _S12 : vec2<f32> = tile_uv_0.xy;
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var _S13 : vec2<f32> = tile_uv_0.zw;
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var _S14 : vec2<f32> = mix(_S12, _S13, input_uv_0);
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var _S15 : vec2<f32> = vec2<f32>(0.5f);
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return CombinedTextureSampler_Sample_0(input_texture_texture_0, input_texture_sampler_0, clamp((floor(_S14) + saturate(fract(_S14) / (fwidth((_S14)))) - _S15) / dimensions_0, (_S12 + _S15) / dimensions_0, (_S13 - _S15) / dimensions_0));
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}
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struct FragmentShaderOutput_0
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{
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@location(0) color_0 : vec4<f32>,
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};
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struct pixelInput_0
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{
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@location(0) uv_1 : vec2<f32>,
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@location(1) tile_1 : u32,
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};
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@fragment
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fn main_fragment( _S16 : pixelInput_0, @builtin(position) pos_1 : vec4<f32>) -> FragmentShaderOutput_0
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{
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var output_1 : FragmentShaderOutput_0;
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var _S17 : vec4<f32> = pixel_art_sample_0(block2_tile_atlas_texture_0, block2_tile_atlas_sampler_0, _S16.uv_1, block2_tile_uvs_0[_S16.tile_1]);
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output_1.color_0 = vec4<f32>(_S17.xyz * block3_tint_0.xyz, _S17.w);
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return output_1;
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}
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