const AMBIENT_LIGHT = vec4f(0.4, 0.4, 0.4, 1.0); const LIGHT_RESOLUTION = 1.0; struct Camera { scale: vec2f, centre: vec2f, }; struct Lighting { origin: vec2f, _padding: vec2f, }; struct Instance { centre: vec2f, cos_sin: vec2f, half_size: vec2f, dims: vec2u, cell_offset: u32, }; @group(0) @binding(0) var camera: Camera; @group(0) @binding(1) var palette: array; @group(0) @binding(2) var instances: array; @group(0) @binding(3) var cells: array; @group(0) @binding(4) var lighting: texture_2d_array; @group(0) @binding(5) var light_sampler: sampler; @group(0) @binding(6) var light_params: Lighting; struct VertexOutput { @builtin(position) clip_position: vec4f, @location(0) world: vec2f, @location(1) @interpolate(flat) instance: u32, }; @vertex fn vs_main( @builtin(vertex_index) i: u32, @builtin(instance_index) n: u32, ) -> VertexOutput { let instance = instances[n]; // (-1,-1),(1,-1),(-1,1),(1,1) let corner = vec2f(f32(i & 1u), f32(i >> 1u)) * 2.0 - 1.0; let local = corner * (instance.half_size + 2.0); let world = instance.centre + vec2f( local.x * instance.cos_sin.x - local.y * instance.cos_sin.y, local.x * instance.cos_sin.y + local.y * instance.cos_sin.x, ); var out: VertexOutput; out.clip_position = vec4f((world - camera.centre) * camera.scale, 0.0, 1.0); out.world = world; out.instance = n; return out; } @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { let instance = instances[in.instance]; let d = in.world - instance.centre; let q = floor(d) + vec2f(0.5); let local = vec2f( q.x * instance.cos_sin.x + q.y * instance.cos_sin.y, -q.x * instance.cos_sin.y + q.y * instance.cos_sin.x, ) + instance.half_size; let cell = vec2i(floor(local)); if any(cell < vec2i(0)) || any(cell >= vec2i(instance.dims)) { discard; } let idx = instance.cell_offset + u32(cell.y) * instance.dims.x + u32(cell.x); let material = (cells[idx >> 2u] >> ((idx & 3u) * 8u)) & 0xFFu; if material == 0u { discard; } var total = vec3f(0.0); let light_dims = vec2f(textureDimensions(lighting)); let light_texel = (in.world - light_params.origin) * LIGHT_RESOLUTION; let light_uv = light_texel / light_dims; for (var d = 0u; d < 4u; d++) { total += textureSample(lighting, light_sampler, light_uv, d).rgb; } let light = vec4f(total.r, total.g, total.b, 1.0); return palette[material] * (light + AMBIENT_LIGHT); }