diff options
Diffstat (limited to 'render/shaders')
| -rw-r--r-- | render/shaders/sprite.wgsl | 16 |
1 files changed, 2 insertions, 14 deletions
diff --git a/render/shaders/sprite.wgsl b/render/shaders/sprite.wgsl index 276a8ef..1e7f1a2 100644 --- a/render/shaders/sprite.wgsl +++ b/render/shaders/sprite.wgsl @@ -11,42 +11,30 @@ struct InstanceInput { @location(2) size: vec2<f32>, @location(3) texture_coordinates: vec2<f32>, @location(4) texture_size: vec2<f32>, - @location(5) texture_atlas_index: u32, - @location(6) rotation: f32, - @location(7) z_index: f32, } struct VertexOutput { @builtin(position) clip_position: vec4<f32>, @location(0) texture_coordinates: vec2<f32>, - @location(1) texture_atlas_index: u32 } @vertex fn vs_main(model: VertexInput, instance: InstanceInput) -> VertexOutput { var out: VertexOutput; - // rotate the sprite - let rotation = -instance.rotation; - let a = vec2<f32>(cos(rotation), sin(rotation)); - let b = vec2<f32>(-a[1], a[0]); - let rotation_mat = mat2x2<f32>(a, b); - let rotated = rotation_mat * model.position; - // scale the sprite - let scaled = rotated * instance.size; + let scaled = model.position * instance.size; // move the sprite let position2d = scaled + instance.position; // camera stuff - let position4d = vec4<f32>(position2d, instance.z_index, 1.0); + let position4d = vec4<f32>(position2d, 0.0, 1.0); let position = camera * position4d; let tex_coords = vec2<f32>(model.position[0] + 0.5, 1.0 - (model.position[1] + 0.5)); out.clip_position = position; - out.texture_atlas_index = instance.texture_atlas_index; out.texture_coordinates = tex_coords * instance.texture_size + instance.texture_coordinates; return out; } |
