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view_proj: mat4x4<f32>,
world_position: vec3<f32>,
}
@group(0) @binding(0)
var<uniform> view: View;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) uv: vec3<f32>,
@location(2) pos: vec2<f32>,
@location(3) size: vec2<f32>,
@location(4) screen_position: vec2<f32>,
@location(5) border_radius: f32,
@location(0) vertex_position: vec3<f32>,
@location(1) vertex_color: vec4<f32>,
@location(2) vertex_uv: vec4<f32>,
@location(3) vertex_pos_size: vec4<f32>,
) -> VertexOutput {
var out: VertexOutput;
out.color = vertex_color;
out.pos = vertex_pos_size.xy;
out.position = view.view_proj * vec4<f32>(vertex_position, 1.0);
out.screen_position = (view.view_proj * vec4<f32>(vertex_position, 1.0)).xy;
out.uv = vertex_uv.xyz;
out.size = vertex_pos_size.zw;
out.border_radius = vertex_uv.w;
return out;
}
var font_texture: texture_2d_array<f32>;
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
var tex_dimensions = textureDimensions(font_texture);
var msdf_unit = vec2<f32>(px_range, px_range) / vec2<f32>(f32(tex_dimensions.x), f32(tex_dimensions.y));
var x = textureSample(font_texture, font_sampler, vec2<f32>(in.uv.x, in.uv.y), i32(in.uv.z));