2 mesh2d_functions as mesh_functions, 3 mesh2d_view_bindings::view, 4 mesh2d_vertex_output::VertexOutput, 7@group(#{MATERIAL_BIND_GROUP}) @binding(0) var tileset: texture_2d_array<f32>; 8@group(#{MATERIAL_BIND_GROUP}) @binding(1) var tileset_sampler: sampler; 9@group(#{MATERIAL_BIND_GROUP}) @binding(2) var tile_data: texture_2d<u32>; 20fn get_tile_data(coord: vec2<u32>) -> TileData { 21 let data = textureLoad(tile_data, coord, 0); 23 let tileset_index = data.r; 25 let color_r = f32(data.g & 0xFFu) / 255.0; 26 let color_g = f32((data.g >> 8u) & 0xFFu) / 255.0; 27 let color_b = f32(data.b & 0xFFu) / 255.0; 28 let color_a = f32((data.b >> 8u) & 0xFFu) / 255.0; 30 let color = vec4<f32>(color_r, color_g, color_b, color_a); 32 let mirror_h = (data.a & 0x8u) != 0u; 33 let mirror_v = (data.a & 0x4u) != 0u; 34 let mirror_d = (data.a & 0x2u) != 0u; 35 let visible = (data.a & 0x1u) != 0u; 37 return TileData(tileset_index, color, visible, mirror_h, mirror_v, mirror_d); 41fn fragment(in: VertexOutput) -> @location(0) vec4<f32> { 42 let chunk_size = textureDimensions(tile_data, 0); 43 let tile_uv = in.uv * vec2<f32>(chunk_size); 44 var tile_coord = clamp(vec2<u32>(floor(tile_uv)), vec2<u32>(0), chunk_size - 1); 45 var local_uv = tile_uv - vec2<f32>(tile_coord); 47 tile_coord.y = chunk_size.y - 1 - tile_coord.y; 49 let tile = get_tile_data(tile_coord); 51 if (tile.tileset_index == 0xffffu || !tile.visible) { 56 local_uv.x = 1 - local_uv.x; 60 local_uv.y = 1 - local_uv.y; 64 local_uv = local_uv.yx; 67 let tex_color = textureSample(tileset, tileset_sampler, local_uv, tile.tileset_index); 68 let final_color = tex_color * tile.color; 70 if (final_color.a < 0.001) {