// Sprite instanced quad shader with lighting support
//
// Bind groups:
// @group(0) — Camera uniform (vertex)
// @group(1) — Texture + sampler (fragment)
// @group(2) — Lighting uniform (fragment)
struct CameraUniform {
view_proj: mat4x4<f32>,
};
@group(0) @binding(0)
var<uniform> camera: CameraUniform;
@group(1) @binding(0)
var t_diffuse: texture_2d<f32>;
@group(1) @binding(1)
var s_diffuse: sampler;
struct LightData {
pos_radius: vec4<f32>, // xy = position, z = radius, w = padding
color_intensity: vec4<f32>, // rgb = color, a = intensity
};
struct LightingUniform {
ambient: vec3<f32>,
light_count: u32,
lights: array<LightData, 8>,
};
@group(2) @binding(0)
var<uniform> lighting: LightingUniform;
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) uv: vec2<f32>,
};
struct InstanceInput {
@location(2) world_pos: vec2<f32>,
@location(3) size: vec2<f32>,
@location(4) uv_offset: vec2<f32>,
@location(5) uv_size: vec2<f32>,
@location(6) tint: vec4<f32>,
@location(7) rotation_origin: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
@location(1) tint: vec4<f32>,
@location(2) world_position: vec2<f32>,
};
@vertex
fn vs_main(vertex: VertexInput, instance: InstanceInput) -> VertexOutput {
var out: VertexOutput;
let rotation = instance.rotation_origin.x;
let origin = vec2<f32>(instance.rotation_origin.y, instance.rotation_origin.z);
// Scale unit quad by sprite size
var pos = vertex.position * instance.size;
// Rotate around origin point
let pivot = origin * instance.size;
pos = pos - pivot;
let cos_r = cos(rotation);
let sin_r = sin(rotation);
let rotated = vec2<f32>(
pos.x * cos_r - pos.y * sin_r,
pos.x * sin_r + pos.y * cos_r,
);
pos = rotated + pivot;
// Translate to world position
let world_xy = pos + instance.world_pos;
let world = vec4<f32>(world_xy.x, world_xy.y, 0.0, 1.0);
out.clip_position = camera.view_proj * world;
out.tex_coords = instance.uv_offset + vertex.uv * instance.uv_size;
out.tint = instance.tint;
out.world_position = world_xy;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let tex_color = textureSample(t_diffuse, s_diffuse, in.tex_coords);
// Accumulate lighting
var light_color = lighting.ambient;
for (var i = 0u; i < lighting.light_count; i = i + 1u) {
let light = lighting.lights[i];
let light_pos = light.pos_radius.xy;
let radius = light.pos_radius.z;
let color = light.color_intensity.rgb;
let intensity = light.color_intensity.a;
let dist = length(in.world_position - light_pos);
let atten = smoothstep(radius, 0.0, dist) * intensity;
light_color = light_color + color * atten;
}
// Clamp light contribution to [0, 1] per channel
light_color = clamp(light_color, vec3<f32>(0.0), vec3<f32>(1.0));
return vec4<f32>(tex_color.rgb * in.tint.rgb * light_color, tex_color.a * in.tint.a);
}