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A WebGPU retro game engine for TypeScript, inspired by RetroBlit. Build pixel-perfect 2D games with a clean, fantasy-console-style API.
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12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273import type { Vector2i } from '../../../utils/Vector2i';import { FullscreenEffect } from '../FullscreenEffect';
/** * Edge-darkening vignette: smooth radial fade from full brightness at the * center to black at the corners. * * Display-tier: applies to the whole simulated screen, not the underlying * pixel art. */export class Vignette extends FullscreenEffect { public readonly tier = 'display' as const;
/** * Vignette darkening exponent. Higher values produce a stronger vignette * with a sharper falloff. PipBoy reference: `0.2`. Set to `0` to disable. */ public amount: number = 0.35;
protected readonly label = 'Vignette';
/** vec2 resolution + amount + 1 pad = 16 bytes. */ protected readonly uniformBytes = 16;
protected readonly fragmentShader = VIGNETTE_FRAGMENT_WGSL;
/** * Writes resolution and amount into the uniform block. * @param _deltaMs * @param sourceSize */ protected writeUniforms(_deltaMs: number, sourceSize: Vector2i): void { const u = this.uniformData;
if (!u) { return; }
u[0] = sourceSize.x; u[1] = sourceSize.y; u[2] = this.amount; u[3] = 0; }}
const VIGNETTE_FRAGMENT_WGSL = `struct Params { resolution: vec2<f32>, amount: f32, _pad: f32,}
@group(0) @binding(0) var<uniform> params: Params;@group(0) @binding(1) var src: texture_2d<f32>;@group(0) @binding(2) var samp: sampler;
@fragmentfn fs_main(in: VsOut) -> @location(0) vec4<f32> { let color = textureSample(src, samp, in.uv);
if (params.amount <= 0.0) { return color; }
let centered = in.uv * 2.0 - vec2<f32>(1.0); let edgeRaw = vec2<f32>(1.0) - centered * centered; let edge = max(edgeRaw, vec2<f32>(0.0)); let weight = pow(edge.x * edge.y, params.amount);
return vec4<f32>(color.rgb * weight, color.a);}`;