struct ChunkData { origin: vec2, }; var chunk: ChunkData; struct Camera { scale: vec2f, centre: vec2f, }; @group(0) @binding(0) var camera: Camera; @group(1) @binding(0) var tex: texture_2d; struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) uv: vec2, }; @vertex fn vs_main( @builtin(vertex_index) i: u32, ) -> VertexOutput { var out: VertexOutput; // (0,0),(1,0),(0,1),(1,1) let corner = vec2f(f32(i & 1u), f32(i >> 1u)); // CHUNK_SIZE let world = (vec2f(chunk.origin) + corner) * 32.0; let ndc = (world - camera.centre) * camera.scale; out.clip_position = vec4f(ndc, 0.0, 1.0); out.uv = corner; return out; } @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { // CHUNK_SIZE let dims = vec2f(32.0, 32.0); return textureLoad(tex, vec2i(in.uv * dims), 0); // return vec4f(0.0, 1.0, 0.0, 1.0); }