nightshade 0.13.2

A cross-platform data-oriented game engine.
Documentation
struct SpriteParticle {
    position: vec4<f32>,
    velocity: vec4<f32>,
    color: vec4<f32>,
    size_lifetime: vec4<f32>,
    emitter_data: vec4<f32>,
    physics: vec4<f32>,
    color_start: vec4<f32>,
    color_end: vec4<f32>,
}

struct Uniforms {
    view_projection: mat4x4<f32>,
    screen_size: vec2<f32>,
    atlas_slots_per_row: f32,
    atlas_slot_uv_size: f32,
}

struct VertexOutput {
    @builtin(position) position: vec4<f32>,
    @location(0) uv: vec2<f32>,
    @location(1) color: vec4<f32>,
    @location(2) atlas_offset: vec2<f32>,
    @location(3) atlas_slot_uv_size: f32,
}

@group(0) @binding(0)
var<uniform> uniforms: Uniforms;

@group(0) @binding(1)
var<storage, read> particles: array<SpriteParticle>;

@group(0) @binding(2)
var<storage, read> alive_indices: array<u32>;

@group(1) @binding(0)
var atlas_texture: texture_2d<f32>;

@group(1) @binding(1)
var atlas_sampler: sampler;

@vertex
fn vs_main(
    @builtin(vertex_index) vertex_index: u32,
    @builtin(instance_index) instance_index: u32
) -> VertexOutput {
    let particle_index = alive_indices[instance_index];
    let particle = particles[particle_index];

    let quad_index = vertex_index % 6u;
    var corner: vec2<f32>;
    var local_uv: vec2<f32>;
    switch (quad_index) {
        case 0u: { corner = vec2<f32>(-0.5, -0.5); local_uv = vec2<f32>(0.0, 1.0); }
        case 1u: { corner = vec2<f32>(0.5, -0.5); local_uv = vec2<f32>(1.0, 1.0); }
        case 2u: { corner = vec2<f32>(0.5, 0.5); local_uv = vec2<f32>(1.0, 0.0); }
        case 3u: { corner = vec2<f32>(-0.5, -0.5); local_uv = vec2<f32>(0.0, 1.0); }
        case 4u: { corner = vec2<f32>(0.5, 0.5); local_uv = vec2<f32>(1.0, 0.0); }
        case 5u: { corner = vec2<f32>(-0.5, 0.5); local_uv = vec2<f32>(0.0, 0.0); }
        default: { corner = vec2<f32>(0.0); local_uv = vec2<f32>(0.0); }
    }

    let center = particle.position.xy;
    let rotation = particle.position.z;
    let current_size = particle.velocity.zw;

    let cos_r = cos(rotation);
    let sin_r = sin(rotation);

    let scaled = corner * current_size;
    let rotated = vec2<f32>(
        scaled.x * cos_r - scaled.y * sin_r,
        scaled.x * sin_r + scaled.y * cos_r
    );

    let world_pos = center + rotated;

    let texture_slot = u32(particle.emitter_data.z);
    let slots_per_row = u32(uniforms.atlas_slots_per_row);
    let slot_col = texture_slot % slots_per_row;
    let slot_row = texture_slot / slots_per_row;
    let slot_uv_size = uniforms.atlas_slot_uv_size;
    let atlas_offset = vec2<f32>(f32(slot_col) * slot_uv_size, f32(slot_row) * slot_uv_size);

    var output: VertexOutput;
    output.position = uniforms.view_projection * vec4<f32>(world_pos, 0.0, 1.0);
    output.uv = local_uv;
    output.color = particle.color;
    output.atlas_offset = atlas_offset;
    output.atlas_slot_uv_size = slot_uv_size;
    return output;
}

@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
    let atlas_uv = input.atlas_offset + input.uv * input.atlas_slot_uv_size;
    let tex_color = textureSample(atlas_texture, atlas_sampler, atlas_uv);
    let final_color = tex_color * input.color;
    if (final_color.a < 0.001) {
        discard;
    }
    return final_color;
}

@fragment
fn fs_main_additive(input: VertexOutput) -> @location(0) vec4<f32> {
    let atlas_uv = input.atlas_offset + input.uv * input.atlas_slot_uv_size;
    let tex_color = textureSample(atlas_texture, atlas_sampler, atlas_uv);
    let final_color = tex_color * input.color;
    return final_color;
}