add temporary fix for image wgsl
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c719091c3d
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0722d5e3ec
@ -183,7 +183,7 @@ impl Pipeline {
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},
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},
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wgpu::VertexAttribute {
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wgpu::VertexAttribute {
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shader_location: 5,
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shader_location: 5,
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format: wgpu::VertexFormat::Uint32,
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format: wgpu::VertexFormat::Sint32,
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offset: 4 * 8,
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offset: 4 * 8,
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},
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},
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],
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],
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@ -40,4 +40,4 @@ fn vs_main(input: VertexInput) -> VertexOutput {
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[[stage(fragment)]]
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[[stage(fragment)]]
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fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
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fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
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return textureSample(u_texture, u_sampler, input.uv);
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return textureSample(u_texture, u_sampler, input.uv);
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}
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}
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@ -5,7 +5,7 @@ struct Globals {
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[[group(0), binding(0)]] var<uniform> globals: Globals;
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[[group(0), binding(0)]] var<uniform> globals: Globals;
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[[group(0), binding(1)]] var u_sampler: sampler;
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[[group(0), binding(1)]] var u_sampler: sampler;
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[[group(0), binding(2)]] var u_texture: texture2d<f32>;
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[[group(1), binding(0)]] var u_texture: texture_2d_array<f32>;
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struct VertexInput {
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struct VertexInput {
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[[location(0)]] v_pos: vec2<f32>;
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[[location(0)]] v_pos: vec2<f32>;
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@ -13,23 +13,25 @@ struct VertexInput {
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[[location(2)]] scale: vec2<f32>;
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[[location(2)]] scale: vec2<f32>;
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[[location(3)]] atlas_pos: vec2<f32>;
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[[location(3)]] atlas_pos: vec2<f32>;
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[[location(4)]] atlas_scale: vec2<f32>;
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[[location(4)]] atlas_scale: vec2<f32>;
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[[location(5)]] layer: u32;
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[[location(5)]] layer: i32;
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};
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};
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struct VertexOutput {
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struct VertexOutput {
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[[builtin(position)]] position: vec4<f32>;
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[[builtin(position)]] position: vec4<f32>;
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[[location(0)]] uv: vec3<f32>;
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[[location(0)]] uv: vec2<f32>;
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[[location(1)]] layer: f32; // this should be an i32, but naga currently reads that as requiring interpolation.
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};
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};
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[[stage(vertex)]]
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[[stage(vertex)]]
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fn vs_main(input: VertexInput) -> VertexOutput {
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fn vs_main(input: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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var out: VertexOutput;
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out.uv = vec3<f32>(input.v_pos * input.atlas_scale + input.atlas_pos, input.layer);
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out.uv = vec2<f32>(input.v_pos * input.atlas_scale + input.atlas_pos);
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out.layer = f32(input.layer);
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var transform: mat4x4<f32> = mat4x4<f32>(
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var transform: mat4x4<f32> = mat4x4<f32>(
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vec4<f32>(input.scale.x, 0.0, 0.0, 0.0),
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vec4<f32>(input.scale.x, 0.0, 0.0, 0.0),
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vec4<f32>(0.0, scale.y, 0.0, 0.0),
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vec4<f32>(0.0, input.scale.y, 0.0, 0.0),
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vec4<f32>(0.0, 0.0, 1.0, 0.0),
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vec4<f32>(0.0, 0.0, 1.0, 0.0),
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vec4<f32>(input.pos, 0.0, 1.0)
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vec4<f32>(input.pos, 0.0, 1.0)
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);
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);
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@ -41,5 +43,5 @@ fn vs_main(input: VertexInput) -> VertexOutput {
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[[stage(fragment)]]
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[[stage(fragment)]]
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fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
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fn fs_main(input: VertexOutput) -> [[location(0)]] vec4<f32> {
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return textureSample(u_texture, u_sampler, input.uv);
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return textureSample(u_texture, u_sampler, input.uv, i32(input.layer));
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}
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}
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@ -120,4 +120,4 @@ fn fs_main(
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dist);
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dist);
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return vec4<f32>(radius_alpha, radius_alpha, radius_alpha, radius_alpha);
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return vec4<f32>(radius_alpha, radius_alpha, radius_alpha, radius_alpha);
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}
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}
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