forked from 1b-agent/opencadstudio-upstream
feat(render): relative-to-eye for mesh, image, face3d and hatch pipelines
Switch the remaining world-space shaders (mesh, image, face3d, hatch, hatch_batched) to the same relative-to-eye transform the wire pipeline uses: subtract the eye (high+low f32) per vertex and multiply by the rotation-only view-projection. Each shader's Uniforms struct is widened to the full shared layout so the appended RTE fields land at the correct offsets. Math is unchanged (proj·R·(pos−eye)); large coordinates no longer jitter on camera movement. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -12,6 +12,12 @@ struct Uniforms {
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flat_shade: f32,
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transparency_enable: f32,
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_pad: vec2<f32>,
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// Relative-to-eye (double-single): see wire.wgsl.
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view_rot: mat4x4<f32>,
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eye_high: vec3<f32>,
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_pad_eh: f32,
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eye_low: vec3<f32>,
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_pad_el: f32,
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};
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@group(0) @binding(0) var<uniform> u: Uniforms;
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@@ -46,7 +52,7 @@ struct VertOut {
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@vertex
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fn vs_main(in: VertIn) -> VertOut {
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var out: VertOut;
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out.clip_pos = u.view_proj * vec4<f32>(in.pos, 1.0);
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out.clip_pos = u.view_rot * vec4<f32>((in.pos - u.eye_high) - u.eye_low, 1.0);
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out.clip_pos.z = out.clip_pos.z - img_params.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
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out.uv = in.uv;
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return out;
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