// Vertex shader struct CameraUniform { view_proj: mat4x4, }; @group(1) @binding(0) var camera: CameraUniform; struct VertexInput { @location(0) position: vec2, @location(1) tex_coords: vec2, }; struct VertexOutput { @builtin(position) position: vec4, @location(0) tex_coords: vec2, }; @vertex fn vs_main( model: VertexInput, ) -> VertexOutput { var out: VertexOutput; out.tex_coords = model.tex_coords; out.position = camera.view_proj * vec4(model.position, 0.0, 1.0); return out; } // Fragment shader struct SpotlightUniform { cursor_position: vec2, size: f32, zoom_level: f32, strength: f32 } @group(0) @binding(0) var t_diffuse: texture_2d; @group(0) @binding(1) var s_diffuse: sampler; @group(2) @binding(0) var spotlight: SpotlightUniform; @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { var cursor4 = vec4(spotlight.cursor_position, 0.0, 1.0); var texColor = textureSample(t_diffuse, s_diffuse, in.tex_coords); var shadowColor = vec4(0.0, 0.0, 0.0, 1.0); var dist_check = length(cursor4 - in.position) < (spotlight.size * spotlight.zoom_level); var spotlightColor = select(spotlight.strength, 0.0, dist_check); var finalColor = mix(texColor, shadowColor, spotlightColor); return finalColor; }