rustial-renderer-wgpu 0.0.1

Pure WGPU renderer for the rustial 2.5D map engine
Documentation
struct Uniforms {
    view_proj:            mat4x4<f32>,
    fog_color:            vec4<f32>,
    eye_pos:              vec4<f32>,
    fog_params:           vec4<f32>,
    hillshade_highlight:  vec4<f32>,
    hillshade_shadow:     vec4<f32>,
    hillshade_accent:     vec4<f32>,
    hillshade_light:      vec4<f32>,
};

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

struct VertexOutput {
    @builtin(position) clip_position: vec4<f32>,
    @location(0) normal: vec3<f32>,
    @location(1) color: vec4<f32>,
    @location(2) world_pos: vec3<f32>,
};

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

@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
    var out: VertexOutput;
    out.clip_position = u.view_proj * vec4<f32>(in.position, 1.0);
    out.normal = in.normal;
    out.color = in.color;
    out.world_pos = in.position;
    return out;
}

fn terrain_light_dir(params: vec4<f32>) -> vec3<f32> {
    let dir = params.x;
    let altitude = params.y;
    let cos_alt = cos(altitude);
    return normalize(vec3<f32>(
        -sin(dir) * cos_alt,
        cos(dir) * cos_alt,
        sin(altitude),
    ));
}

@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
    let n = normalize(in.normal);
    let light_dir = terrain_light_dir(u.hillshade_light);
    let fill_dir = normalize(vec3<f32>(-light_dir.y, light_dir.x, max(0.25, light_dir.z * 0.65)));
    let ndotl = max(dot(n, light_dir), 0.0);
    let fill = max(dot(n, fill_dir), 0.0);
    let ridge = pow(1.0 - clamp(n.z, 0.0, 1.0), 1.4);
    let lit = clamp(
        in.color.rgb * (0.62 + 0.55 * ndotl + 0.10 * fill)
            + u.hillshade_accent.rgb * ridge * 0.06,
        vec3<f32>(0.0),
        vec3<f32>(1.0),
    );

    let dx = in.world_pos.x - u.eye_pos.x;
    let dy = in.world_pos.y - u.eye_pos.y;
    let ground_dist = sqrt(dx * dx + dy * dy);
    let fog_start = u.fog_params.x;
    let fog_end = u.fog_params.y;
    let density = u.fog_params.z;
    let fog_t = clamp((ground_dist - fog_start) / max(fog_end - fog_start, 0.001), 0.0, 1.0) * density;
    let blended_rgb = mix(lit, u.fog_color.rgb, fog_t * 0.7);
    let blended_a = in.color.a * (1.0 - fog_t * 0.7);
    return vec4<f32>(blended_rgb, blended_a);
}