// Particle sprite shader: textured billboards whose per-instance data comes
// straight from a GPU particle buffer rather than a per-frame host upload.
//
// Layout matches `sprite.wgsl` closely so the same fragment math (clip planes,
// texture sample, soft fade) applies. The only structural difference is the
// vertex stage: positions, size, and colour are read by index from the
// particle storage buffer instead of from a vertex buffer plus a side storage
// buffer.
struct Camera {
view_proj: mat4x4<f32>,
eye_pos: vec3<f32>,
_pad: f32,
forward: vec3<f32>,
_pad1: f32,
inv_view_proj: mat4x4<f32>,
view: mat4x4<f32>,
};
struct ClipPlanes {
planes: array<vec4<f32>, 6>,
count: u32,
_pad0: u32,
viewport_width: f32,
viewport_height: f32,
};
struct SpriteUniform {
model: mat4x4<f32>,
world_space: u32,
has_texture: u32,
_pad0: u32,
_pad1: u32,
};
struct Particle {
position: vec3<f32>,
lifetime: f32,
velocity: vec3<f32>,
max_lifetime: f32,
colour: vec4<f32>,
size: f32,
spawn_seed: f32,
_pad: vec2<f32>,
};
@group(0) @binding(0) var<uniform> camera: Camera;
@group(0) @binding(4) var<uniform> clip_planes: ClipPlanes;
@group(1) @binding(0) var<uniform> sprite_ub: SpriteUniform;
@group(1) @binding(1) var sprite_texture: texture_2d<f32>;
@group(1) @binding(2) var sprite_sampler: sampler;
@group(1) @binding(3) var<storage, read> particles: array<Particle>;
struct VertexOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) colour: vec4<f32>,
@location(1) world_pos: vec3<f32>,
@location(2) uv: vec2<f32>,
};
fn quad_corner(vi: u32) -> vec2<f32> {
switch vi {
case 0u: { return vec2<f32>(-1.0, -1.0); }
case 1u: { return vec2<f32>( 1.0, -1.0); }
case 2u: { return vec2<f32>(-1.0, 1.0); }
case 3u: { return vec2<f32>(-1.0, 1.0); }
case 4u: { return vec2<f32>( 1.0, -1.0); }
default: { return vec2<f32>( 1.0, 1.0); }
}
}
@vertex
fn vs_main(
@builtin(vertex_index) vi: u32,
@builtin(instance_index) ii: u32,
) -> VertexOut {
var out: VertexOut;
let p = particles[ii];
// Dead particles emit a vertex outside the clip volume. The rasteriser
// discards the whole triangle.
if p.lifetime <= 0.0 {
out.clip_pos = vec4<f32>(2.0, 2.0, 2.0, 1.0);
out.colour = vec4<f32>(0.0);
out.world_pos = vec3<f32>(0.0);
out.uv = vec2<f32>(0.0);
return out;
}
let world_pos = (sprite_ub.model * vec4<f32>(p.position, 1.0)).xyz;
let corner = quad_corner(vi);
if sprite_ub.world_space != 0u {
let cam_right = vec3<f32>(camera.view[0][0], camera.view[1][0], camera.view[2][0]);
let cam_up = vec3<f32>(camera.view[0][1], camera.view[1][1], camera.view[2][1]);
let half = p.size * 0.5;
let ws_pos = world_pos
+ cam_right * (corner.x * half)
+ cam_up * (corner.y * half);
out.clip_pos = camera.view_proj * vec4<f32>(ws_pos, 1.0);
} else {
let center = camera.view_proj * vec4<f32>(world_pos, 1.0);
let half_px = p.size * 0.5;
let ndc_off = corner * half_px
/ vec2<f32>(clip_planes.viewport_width, clip_planes.viewport_height);
out.clip_pos = vec4<f32>(
center.x + ndc_off.x * center.w,
center.y + ndc_off.y * center.w,
center.z,
center.w,
);
}
out.world_pos = world_pos;
out.colour = p.colour;
out.uv = vec2<f32>((corner.x + 1.0) * 0.5, (corner.y + 1.0) * 0.5);
return out;
}
@fragment
fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
for (var i = 0u; i < clip_planes.count; i = i + 1u) {
if dot(vec4<f32>(in.world_pos, 1.0), clip_planes.planes[i]) < 0.0 {
discard;
}
}
var colour = in.colour;
if sprite_ub.has_texture != 0u {
colour = colour * textureSample(sprite_texture, sprite_sampler, in.uv);
}
if colour.a <= 0.001 { discard; }
return colour;
}