rustial-renderer-wgpu 1.0.0

Pure WGPU renderer for the rustial 2.5D map engine
Documentation
// Image overlay shader — textured quad with per-vertex opacity.
//
// Draws a georeferenced image overlay as a textured quadrilateral in
// world space.  The vertex shader transforms from camera-relative
// world-space positions to clip space; the fragment shader samples the
// image texture and applies per-vertex opacity.

struct Uniforms {
    view_proj:  mat4x4<f32>,
    fog_color:  vec4<f32>,
    eye_pos:    vec4<f32>,
    fog_params: vec4<f32>,
};

@group(0) @binding(0) var<uniform> u: Uniforms;
@group(1) @binding(0) var img_texture: texture_2d<f32>;
@group(1) @binding(1) var img_sampler: sampler;

struct VertexInput {
    @location(0) position: vec3<f32>,
    @location(1) uv:       vec2<f32>,
    @location(2) opacity:  f32,
};

struct VertexOutput {
    @builtin(position) clip_position: vec4<f32>,
    @location(0)       tex_coord:     vec2<f32>,
    @location(1)       opacity:       f32,
};

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

@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
    let color = textureSample(img_texture, img_sampler, in.tex_coord);
    return vec4<f32>(color.rgb, color.a * in.opacity);
}