zoomie/src/shader.wgsl

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