add temporary fix for image wgsl

This commit is contained in:
Dispersia 2021-04-12 23:07:58 -07:00
parent c719091c3d
commit 0722d5e3ec
4 changed files with 11 additions and 9 deletions

View File

@ -183,7 +183,7 @@ impl Pipeline {
},
wgpu::VertexAttribute {
shader_location: 5,
format: wgpu::VertexFormat::Uint32,
format: wgpu::VertexFormat::Sint32,
offset: 4 * 8,
},
],

View File

@ -40,4 +40,4 @@ fn vs_main(input: VertexInput) -> VertexOutput {
[[stage(fragment)]]
fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
return textureSample(u_texture, u_sampler, input.uv);
}
}

View File

@ -5,7 +5,7 @@ struct Globals {
[[group(0), binding(0)]] var<uniform> globals: Globals;
[[group(0), binding(1)]] var u_sampler: sampler;
[[group(0), binding(2)]] var u_texture: texture2d<f32>;
[[group(1), binding(0)]] var u_texture: texture_2d_array<f32>;
struct VertexInput {
[[location(0)]] v_pos: vec2<f32>;
@ -13,23 +13,25 @@ struct VertexInput {
[[location(2)]] scale: vec2<f32>;
[[location(3)]] atlas_pos: vec2<f32>;
[[location(4)]] atlas_scale: vec2<f32>;
[[location(5)]] layer: u32;
[[location(5)]] layer: i32;
};
struct VertexOutput {
[[builtin(position)]] position: vec4<f32>;
[[location(0)]] uv: vec3<f32>;
[[location(0)]] uv: vec2<f32>;
[[location(1)]] layer: f32; // this should be an i32, but naga currently reads that as requiring interpolation.
};
[[stage(vertex)]]
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.uv = vec3<f32>(input.v_pos * input.atlas_scale + input.atlas_pos, input.layer);
out.uv = vec2<f32>(input.v_pos * input.atlas_scale + input.atlas_pos);
out.layer = f32(input.layer);
var transform: mat4x4<f32> = mat4x4<f32>(
vec4<f32>(input.scale.x, 0.0, 0.0, 0.0),
vec4<f32>(0.0, scale.y, 0.0, 0.0),
vec4<f32>(0.0, input.scale.y, 0.0, 0.0),
vec4<f32>(0.0, 0.0, 1.0, 0.0),
vec4<f32>(input.pos, 0.0, 1.0)
);
@ -41,5 +43,5 @@ fn vs_main(input: VertexInput) -> VertexOutput {
[[stage(fragment)]]
fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
return textureSample(u_texture, u_sampler, input.uv);
return textureSample(u_texture, u_sampler, input.uv, i32(input.layer));
}

View File

@ -120,4 +120,4 @@ fn fs_main(
dist);
return vec4<f32>(radius_alpha, radius_alpha, radius_alpha, radius_alpha);
}
}