struct Camera { scale: vec2f, centre: vec2f, }; struct Instance { centre: vec2f, cos_sin: vec2f, half_size: vec2f, dims: vec2u, cell_offset: u32, }; @group(0) @binding(0) var camera: Camera; @group(0) @binding(1) var palette: array; @group(0) @binding(2) var instances: array; @group(0) @binding(3) var cells: array; struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) world: vec2, @location(1) @interpolate(flat) instance: u32, }; @vertex fn vs_main( @builtin(vertex_index) i: u32, @builtin(instance_index) n: u32, ) -> VertexOutput { let instance = instances[n]; // (-1,-1),(1,-1),(-1,1),(1,1) let corner = vec2f(f32(i & 1u), f32(i >> 1u)) * 2.0 - 1.0; let local = corner * (instance.half_size + 2.0); let world = instance.centre + vec2f( local.x * instance.cos_sin.x - local.y * instance.cos_sin.y, local.x * instance.cos_sin.y + local.y * instance.cos_sin.x, ); var out: VertexOutput; out.clip_position = vec4f((world - camera.centre) * camera.scale, 0.0, 1.0); out.world = world; out.instance = n; return out; } @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { let instance = instances[in.instance]; let d = in.world - instance.centre; let q = floor(d) + vec2f(0.5); let local = vec2f( q.x * instance.cos_sin.x + q.y * instance.cos_sin.y, -q.x * instance.cos_sin.y + q.y * instance.cos_sin.x, ) + instance.half_size; let cell = vec2i(floor(local)); if any(cell < vec2i(0)) || any(cell >= vec2i(instance.dims)) { discard; } let idx = instance.cell_offset + u32(cell.y) * instance.dims.x + u32(cell.x); let material = (cells[idx >> 2u] >> ((idx & 3u) * 8u)) & 0xFFu; if material == 0u { discard; } return palette[material]; }