34 lines
No EOL
1 KiB
WebGPU Shading Language
34 lines
No EOL
1 KiB
WebGPU Shading Language
@group(1) @binding(0)
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var<uniform> grid_width: f32;
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@group(1) @binding(1)
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var<uniform> grid_size: vec2<f32>;
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@group(1) @binding(2)
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var<uniform> visible: u32;
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let grid_color: vec4<f32> = vec4<f32>(1.0, 1.0, 1.0, 0.3);
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let x_color: vec4<f32> = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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let y_color :vec4<f32> = vec4<f32>(0.0, 1.0, 0.0, 1.0);
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@fragment
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fn fragment(
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@builtin(position) position: vec4<f32>,
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#import bevy_sprite::mesh2d_vertex_output
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) -> @location(0) vec4<f32> {
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if abs(world_position.y) < grid_width && abs(world_position.x) < grid_width {
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return grid_color;
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}
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else if abs(world_position.y) < grid_width {
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return x_color;
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}
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else if abs(world_position.x) < grid_width {
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return y_color;
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}
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else if visible == u32(0) {
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return vec4<f32>(0.0, 0.0, 0.0, 0.0);
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}
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else if abs(world_position.x) % grid_size.x <= grid_width || abs(world_position.y) % grid_size.y <= grid_width {
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return grid_color;
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}
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else {
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return vec4<f32>(0.0, 0.0, 0.0, 0.0);
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}
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} |