codecraft 0.2.0

A minimalist 3D game engine built on parts of Bevy (ECS, color) with wgpu and winit: OpenPBR materials, clustered lighting, a yakui-drawn UI, audio and gamepad haptics; its binary maps any folder, and the symbols of its Rust files, as a 3D wall of boxes
Documentation
// Pictures on faces: quads that sample the thumbnail atlas, tinted, unlit like the wires.

struct Camera {
    view_proj: mat4x4<f32>,
};

@group(0) @binding(0)
var<uniform> camera: Camera;
@group(1) @binding(0)
var atlas: texture_2d<f32>;
@group(1) @binding(1)
var atlas_sampler: sampler;

struct VertexInput {
    @location(0) position: vec3<f32>,
    @location(1) uv: vec2<f32>,
    @location(2) tint: vec4<f32>,
};

struct VertexOutput {
    @builtin(position) clip_position: vec4<f32>,
    @location(0) uv: vec2<f32>,
    @location(1) tint: vec4<f32>,
};

@vertex
fn vs_main(vertex: VertexInput) -> VertexOutput {
    var out: VertexOutput;
    out.clip_position = camera.view_proj * vec4<f32>(vertex.position, 1.0);
    out.uv = vertex.uv;
    out.tint = vertex.tint;
    return out;
}

@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
    return textureSample(atlas, atlas_sampler, in.uv) * in.tint;
}