struct Camera { scale: vec2f, centre: vec2f, }; struct Particle { position: vec2f, data: u32, life: f32, }; @group(0) @binding(0) var camera: Camera; @group(0) @binding(1) var palette: array; @group(0) @binding(2) var particles: array; struct VertexOutput { @builtin(position) clip_position: vec4f, @location(0) world: vec2f, @location(1) @interpolate(flat) instance: u32, @location(2) @interpolate(flat) material: u32, @location(3) @interpolate(flat) life: f32, }; @vertex fn vs_main( @builtin(vertex_index) i: u32, @builtin(instance_index) n: u32, ) -> VertexOutput { let particle = particles[n]; // (0,0),(1,0),(0,1),(1,1) let corner = vec2f(f32(i & 1u), f32((i >> 1u) & 1u)); let world = particle.position + corner; var out: VertexOutput; out.clip_position = vec4f((world - camera.centre) * camera.scale, 0.0, 1.0); out.world = world; out.instance = n; out.material = particle.data & 0xFF; out.life = particle.life; return out; } @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { let particle = particles[in.instance]; // TODO can pack more in here and shift let c = palette[in.material]; // if life is less than 1, smoothly reduce alpha to 0 return vec4f(c.r, c.g, c.b, c.a * smoothstep(0.0, 1, in.life)); }