rustial-renderer-wgpu 1.0.0

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 ModelVertexInput {
    @location(0) position: vec3<f32>,
    @location(1) normal: vec3<f32>,
    @location(2) uv: vec2<f32>,
};

struct ModelVertexOutput {
    @builtin(position) clip_position: vec4<f32>,
    @location(0) world_normal: vec3<f32>,
    @location(1) tex_coord: vec2<f32>,
    @location(2) world_pos: vec3<f32>,
};

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

@group(1) @binding(0)
var<uniform> model_transform: mat4x4<f32>;

@vertex
fn vs_main(in: ModelVertexInput) -> ModelVertexOutput {
    var out: ModelVertexOutput;
    let world_pos = model_transform * vec4<f32>(in.position, 1.0);
    out.clip_position = u.view_proj * world_pos;
    out.world_normal = (model_transform * vec4<f32>(in.normal, 0.0)).xyz;
    out.tex_coord = in.uv;
    out.world_pos = world_pos.xyz;
    return out;
}

@fragment
fn fs_main(in: ModelVertexOutput) -> @location(0) vec4<f32> {
    // Basic directional light.
    let light_dir = normalize(vec3<f32>(-0.3, 0.3, 1.0));
    let n = normalize(in.world_normal);
    let shade = clamp(dot(n, light_dir), 0.2, 1.0);

    // Flat gray color (texturing deferred to full PBR).
    let base_color = vec3<f32>(0.7, 0.7, 0.7);
    let lit = vec4<f32>(base_color * shade, 1.0);

    // 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 blended_rgb = mix(lit.rgb, u.fog_color.rgb, fog_t);
    let blended_a   = lit.a * (1.0 - fog_t);
    return vec4<f32>(blended_rgb, blended_a);
}