struct EngineUniforms {
camera: mat3x3<f32>,
screen_size: vec2<f32>,
}
@group(1) @binding(0)
var<uniform> engine: EngineUniforms;
struct Light {
colour: vec4<f32>,
position: vec2<f32>,
brightness: f32,
aspect_ratio: f32,
}
@group(2) @binding(0)
var<uniform> light: Light;
@group(2) @binding(1)
var light_map: texture_2d<f32>;
@group(2) @binding(2)
var light_map_sampler: sampler;
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) tex_coords: vec2<f32>,
@location(2) colour: vec4<f32>
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
@location(1) colour: vec4<f32>,
}
// vertex shader
@vertex
fn vs_main(model: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.tex_coords = model.tex_coords;
var pos: vec3<f32> = engine.camera * vec3<f32>(model.position.x, model.position.y, 1.0); // the vectors on the right the matrices go on the left in order of importance
pos = pos / pos.z;
pos.x = 2.0 * pos.x / engine.screen_size.x - 1.0;
pos.y = ((2.0 * pos.y / engine.screen_size.y) - 1.0) * -1.0;
out.clip_position = vec4(pos.xy, 0.0, 1.0);
out.colour = model.colour;
return out;
}
// Fragment shader
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
var x: f32 = in.tex_coords.x - light.position.x;
var y: f32 = in.tex_coords.y - light.position.y;
x = x * light.aspect_ratio;
var distance = sqrt(x * x + y * y);
// TODO: Add blur
var brightness: f32 = max(0.0, 0.7-distance);
return textureSample(light_map, light_map_sampler, in.tex_coords) * (brightness * light.colour);
}