nightshade 0.8.0

A cross-platform data-oriented game engine.
Documentation
struct VertexInput {
    @location(0) position: vec3<f32>,
    @location(1) tex_coords: vec2<f32>,
    @location(2) character_index: u32,
};

struct VertexOutput {
    @builtin(position) position: vec4<f32>,
    @location(0) tex_coords: vec2<f32>,
    @location(1) world_pos: vec3<f32>,
    @location(2) @interpolate(flat) character_index: u32,
};

struct Uniforms {
    view: mat4x4<f32>,
    projection: mat4x4<f32>,
    camera_position: vec4<f32>,
};

struct TextUniforms {
    model: mat4x4<f32>,
    color: vec4<f32>,
    outline_color: vec4<f32>,
    outline_width: f32,
    smoothing: f32,
    _padding: vec2<f32>,
};

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

@group(1) @binding(0)
var<uniform> text_uniforms: TextUniforms;

@group(2) @binding(0)
var font_texture: texture_2d<f32>;

@group(2) @binding(1)
var font_sampler: sampler;

@group(2) @binding(2)
var<storage, read> character_colors: array<vec4<f32>>;

fn median(r: f32, g: f32, b: f32) -> f32 {
    return max(min(r, g), min(max(r, g), b));
}

@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
    var out: VertexOutput;

    let world_position = text_uniforms.model * vec4<f32>(in.position, 1.0);
    out.world_pos = world_position.xyz;
    out.position = uniforms.projection * uniforms.view * world_position;
    out.tex_coords = in.tex_coords;
    out.character_index = in.character_index;

    return out;
}

@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
    let msd = textureSample(font_texture, font_sampler, in.tex_coords);
    let sd = median(msd.r, msd.g, msd.b);

    let px_range = 8.0;
    let tex_dims = vec2<f32>(textureDimensions(font_texture));
    let unit_range = vec2<f32>(px_range) / tex_dims;
    let screen_tex_size = vec2<f32>(1.0) / fwidth(in.tex_coords);
    let screen_px_range = max(0.5 * dot(unit_range, screen_tex_size), 1.0);
    let screen_px_distance = screen_px_range * (sd - 0.5);
    let alpha = clamp(screen_px_distance + 0.5, 0.0, 1.0);

    let char_color = character_colors[in.character_index];
    let use_override = char_color.a > 0.0;
    var base_color = select(text_uniforms.color, char_color, use_override);

    var final_color = base_color;

    if (text_uniforms.outline_width > 0.0) {
        let sd_outline = min(msd.r, min(msd.g, msd.b));
        let outline_threshold = 0.5 - text_uniforms.outline_width;
        let outline_screen_dist = screen_px_range * (sd_outline - outline_threshold);
        let alpha_outline = clamp(outline_screen_dist + 0.5, 0.0, 1.0);

        let inner_mix = clamp(alpha / max(alpha_outline, 0.001), 0.0, 1.0);
        final_color = vec4<f32>(
            mix(text_uniforms.outline_color.rgb, base_color.rgb, inner_mix),
            mix(text_uniforms.outline_color.a, base_color.a, inner_mix) * alpha_outline,
        );
    } else {
        final_color.a *= alpha;
    }

    if (final_color.a < 0.01) {
        discard;
    }

    return final_color;
}