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text.fs.wgsl
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text.fs.wgsl
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struct Output {
@location(0) color: vec4<f32>,
};
@group(0)@binding(1)
var atlas_sampler: sampler;
@group(0)@binding(2)
var atlas_texture: texture_2d<f32>;
@group(0)@binding(3)
var palette_sampler: sampler;
@group(0)@binding(4)
var palette_texture: texture_2d<f32>;
struct VertexOutput {
@location(0) t_position: vec2<f32>,
@location(1) c_position: vec2<f32>,
@builtin(position) position: vec4<f32>,
};
struct FragmentOutput{
@location(0) color: vec4<f32>,
@location(0) @second_blend_source mask: vec4<f32>,
};
@fragment
fn main(vo: VertexOutput) -> FragmentOutput {
var font_col = textureSample(atlas_texture, atlas_sampler, vo.t_position);
var palette_col = textureSample(palette_texture, palette_sampler, vec2<f32>(vo.c_position.x, 1.0));
var a = max(max(font_col.r, font_col.g), font_col.b);
var amask = 0.0;
if a > 0.0 {
amask = 1.0;
}
var pal_premul = palette_col;
var color = vec4(
palette_col.r,
palette_col.g,
palette_col.b,
palette_col.a * amask);
// bgr -> rgb
var mask = vec4(
font_col.b,
font_col.g,
font_col.r,
a);
return FragmentOutput(color, mask);
// return vec4(font_col.b,font_col.g,font_col.r,a);
}