@group(0) @binding(0) var camera: mat4x4; struct VertexInput { @location(0) position: vec2 } struct InstanceInput { @location(1) position: vec2, @location(2) size: vec2, @location(3) texture_coordinates: vec2, @location(4) texture_size: vec2, } struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) texture_coordinates: vec2, } @vertex fn vs_main(model: VertexInput, instance: InstanceInput) -> VertexOutput { var out: VertexOutput; // scale the sprite let scaled = model.position * instance.size; // move the sprite let position2d = scaled + instance.position; // camera stuff let position4d = vec4(position2d, 0.0, 1.0); let position = camera * position4d; let tex_coords = vec2(model.position[0] + 0.5, 1.0 - (model.position[1] + 0.5)); out.clip_position = position; out.texture_coordinates = tex_coords * instance.texture_size + instance.texture_coordinates; return out; } @group(1) @binding(0) var t_diffuse: texture_2d; @group(1) @binding(1) var s_diffuse: sampler; @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { return textureSample(t_diffuse, s_diffuse, in.texture_coordinates); }