// Vertex shader bindings struct VertexOutput { [[location(0)]] tex_coord: vec2; [[location(1)]] color: vec4; [[builtin(position)]] position: vec4; }; struct Locals { screen_size: vec2; }; [[group(0), binding(0)]] var r_locals: Locals; // 0-1 from 0-255 fn linear_from_srgb(srgb: vec3) -> vec3 { let cutoff = srgb < vec3(10.31475); let lower = srgb / vec3(3294.6); let higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4)); return select(higher, lower, cutoff); } // [u8; 4] SRGB as u32 -> [r, g, b, a] fn unpack_color(color: u32) -> vec4 { return vec4( f32(color & 255u), f32((color >> 8u) & 255u), f32((color >> 16u) & 255u), f32((color >> 24u) & 255u), ); } fn position_from_screen(screen_pos: vec2) -> vec4 { return vec4( 2.0 * screen_pos.x / r_locals.screen_size.x - 1.0, 1.0 - 2.0 * screen_pos.y / r_locals.screen_size.y, 0.0, 1.0, ); } [[stage(vertex)]] fn vs_main( [[location(0)]] a_pos: vec2, [[location(1)]] a_tex_coord: vec2, [[location(2)]] a_color: u32, ) -> VertexOutput { var out: VertexOutput; out.tex_coord = a_tex_coord; let color = unpack_color(a_color); out.color = vec4(linear_from_srgb(color.rgb), color.a / 255.0); out.position = position_from_screen(a_pos); return out; } [[stage(vertex)]] fn vs_conv_main( [[location(0)]] a_pos: vec2, [[location(1)]] a_tex_coord: vec2, [[location(2)]] a_color: u32, ) -> VertexOutput { var out: VertexOutput; out.tex_coord = a_tex_coord; let color = unpack_color(a_color); out.color = vec4(color.rgba / 255.0); out.position = position_from_screen(a_pos); return out; } // Fragment shader bindings [[group(1), binding(0)]] var r_tex_color: texture_2d; [[group(1), binding(1)]] var r_tex_sampler: sampler; [[stage(fragment)]] fn fs_main(in: VertexOutput) -> [[location(0)]] vec4 { return in.color * textureSample(r_tex_color, r_tex_sampler, in.tex_coord); }