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>,   // (start, end, density, 0)
};

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

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

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

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

@fragment
fn fs_main(in: VectorVertexOutput) -> @location(0) vec4<f32> {
    // Horizon fade: ground-plane distance only.
    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 fog_mix = fog_t * 0.7;
    let blended_rgb = mix(in.color.rgb, u.fog_color.rgb, fog_mix);
    return vec4<f32>(blended_rgb, in.color.a);
}