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bevy-snake/assets/canvas_shader.wgsl

33 lines
905 B
WebGPU Shading Language

#import bevy_sprite::mesh2d_vertex_output::VertexOutput
struct TileLight {
color: vec4<f32>,
intensity: f32,
position: vec2<f32>,
};
struct CanvasMaterial {
ambient_color: vec4<f32>,
tile_lights: array<TileLight, 256u>,
number_of_lights: u32,
};
@group(2) @binding(0)
var<uniform> canvas_material: CanvasMaterial;
@fragment
fn fragment(input: VertexOutput) -> @location(0) vec4<f32> {
var output_color = canvas_material.ambient_color;
var lighting = vec4<f32>();
for (var i: u32 = 0u; i < canvas_material.number_of_lights; i++) {
var luminance = pow(length(canvas_material.tile_lights[i].position - input.world_position.xy), -2.0);
luminance *= canvas_material.tile_lights[i].intensity * 2.5;
lighting += vec4<f32>(luminance * canvas_material.tile_lights[i].color.rgb, 0.0);
}
output_color += lighting;
return output_color;
}