rustial-renderer-wgpu 1.0.0

Pure WGPU renderer for the rustial 2.5D map engine
Documentation
// Tile shader for rustial WGPU renderer.

struct Uniforms {
    view_proj:   mat4x4<f32>,
    fog_color:   vec4<f32>,
    eye_pos:     vec4<f32>,
    fog_params:  vec4<f32>,   // (start, end, density, 0)
};

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) world_pos: vec3<f32>,
    @location(2) opacity: f32,
};

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

fn grade_raster(rgb: vec3<f32>, amount: f32) -> vec3<f32> {
    let luma = dot(rgb, vec3<f32>(0.2126, 0.7152, 0.0722));
    let contrast = (rgb - vec3<f32>(0.5)) * (1.0 + 0.12 * amount) + vec3<f32>(0.5);
    let saturated = vec3<f32>(luma) + (contrast - vec3<f32>(luma)) * (1.0 + 0.10 * amount);
    return clamp(saturated, vec3<f32>(0.0), vec3<f32>(1.0));
}

@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.world_pos = in.position;
    out.opacity = in.opacity;
    return out;
}

@group(1) @binding(0)
var tile_texture: texture_2d<f32>;
@group(1) @binding(1)
var tile_sampler: sampler;

@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
    let base = textureSample(tile_texture, tile_sampler, in.tex_coord);

    // Horizon fade: dissolve far tiles into the background.
    // Use ground-plane (XY) distance only -- altitude would make all
    // flat tiles equidistant from a high camera.
    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 near_detail = 1.0 - clamp(ground_dist / max(fog_start * 1.1, 1.0), 0.0, 1.0);
    let styled_rgb = grade_raster(base.rgb, 0.35 + 0.65 * near_detail);

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