text rendering
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45
src/shaders/text.wgsl
Normal file
45
src/shaders/text.wgsl
Normal file
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struct Uniforms
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{
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view_proj: mat4x4<f32>,
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}
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@group(0) @binding(0)
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var<uniform> u: Uniforms;
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@group(0) @binding(1)
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var glyph_atlas: texture_2d<f32>;
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@group(0) @binding(2)
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var glyph_sampler: sampler;
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struct VertexIn
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{
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@location(0) position: vec3<f32>,
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@location(1) uv: vec2<f32>,
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}
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struct VertexOut
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{
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@builtin(position) clip_pos: vec4<f32>,
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@location(0) uv: vec2<f32>,
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}
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@vertex
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fn vs_main(in: VertexIn) -> VertexOut
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{
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var out: VertexOut;
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out.clip_pos = u.view_proj * vec4<f32>(in.position, 1.0);
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out.uv = in.uv;
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return out;
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}
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@fragment
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fn fs_main(in: VertexOut) -> @location(0) vec4<f32>
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{
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let coverage = textureSample(glyph_atlas, glyph_sampler, in.uv).r;
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if coverage < 0.5
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{
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discard;
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}
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return vec4<f32>(1.0, 1.0, 1.0, 1.0);
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}
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