// Shadow composite pass.
// Bind group 0: Globals (viewport) — vertex
// Bind group 1: blurred mask texture + sampler + CompUniforms — fragment
struct VsIn {
@location(0) position: vec2<f32>,
@location(1) local: vec2<f32>,
}
struct VsOut {
@builtin(position) clip_position: vec4<f32>,
@location(0) local: vec2<f32>,
}
struct Globals {
viewport: vec2<f32>,
_pad: vec2<f32>,
}
struct CompUniforms {
tint: vec4<f32>,
texel_size: vec2<f32>,
_pad: vec2<f32>,
}
@group(0) @binding(0) var<uniform> globals: Globals;
@group(1) @binding(0) var mask_tex: texture_2d<f32>;
@group(1) @binding(1) var mask_samp: sampler;
@group(1) @binding(2) var<uniform> comp: CompUniforms;
fn pixel_to_ndc(p: vec2<f32>) -> vec2<f32> {
return vec2<f32>(
p.x / globals.viewport.x * 2.0 - 1.0,
1.0 - p.y / globals.viewport.y * 2.0,
);
}
@vertex
fn vs_main(in: VsIn) -> VsOut {
var out: VsOut;
out.clip_position = vec4<f32>(pixel_to_ndc(in.position), 0.0, 1.0);
out.local = in.local;
return out;
}
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
let uv = in.local * comp.texel_size;
let mask = textureSample(mask_tex, mask_samp, uv).a;
return vec4<f32>(comp.tint.rgb, comp.tint.a * mask);
}