struct EngineUniforms { camera: mat3x3, screen_size: vec2, } @group(1) @binding(0) var engine: EngineUniforms; struct Light { colour: vec4, position: vec2, brightness: f32, aspect_ratio: f32, } @group(2) @binding(0) var light: Light; @group(2) @binding(1) var light_map: texture_2d; @group(2) @binding(2) var light_map_sampler: sampler; struct VertexInput { @location(0) position: vec2, @location(1) tex_coords: vec2, @location(2) colour: vec4 } struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) tex_coords: vec2, @location(1) colour: vec4, } // vertex shader @vertex fn vs_main(model: VertexInput) -> VertexOutput { var out: VertexOutput; out.tex_coords = model.tex_coords; var pos: vec3 = engine.camera * vec3(model.position.x, model.position.y, 1.0); // the vectors on the right the matrices go on the left in order of importance pos = pos / pos.z; pos.x = 2.0 * pos.x / engine.screen_size.x - 1.0; pos.y = ((2.0 * pos.y / engine.screen_size.y) - 1.0) * -1.0; out.clip_position = vec4(pos.xy, 0.0, 1.0); out.colour = model.colour; return out; } // Fragment shader @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { var x: f32 = in.tex_coords.x - light.position.x; var y: f32 = in.tex_coords.y - light.position.y; x = x * light.aspect_ratio; var distance = sqrt(x * x + y * y); // TODO: Add blur var brightness: f32 = max(0.0, 0.7-distance); return textureSample(light_map, light_map_sampler, in.tex_coords) * (brightness * light.colour); }