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struct ChunkData {
origin: vec2<i32>,
};
var<immediate> chunk: ChunkData;
struct Camera {
scale: vec2f,
centre: vec2f,
};
@group(0) @binding(0) var<uniform> camera: Camera;
@group(1) @binding(0) var tex: texture_2d<f32>;
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
@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) * 128.0;
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<f32> {
// CHUNK_SIZE
let dims = vec2f(128.0, 128.0);
return textureLoad(tex, vec2i(in.uv * dims), 0);
// return vec4f(0.0, 1.0, 0.0, 1.0);
}
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