forked from 1b-agent/opencadstudio-upstream
fix(render): restore solid surface rendering
Keep viewport styles from disabling selected shaded modes.\n\nPack mesh shader inputs to stay within WebGL limits.
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@@ -1,14 +1,4 @@
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// Mesh shader — renders triangle meshes (truck Shell/Solid tessellation).
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//
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// Vertex layout: position [f32;3], normal [f32;3], color [f32;4] (40 bytes)
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//
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// Lighting: viewport default lights or drawing light entities supplied by the
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// frame uniform. Two shading paths share this shader, picked per-frame via
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// `u.flat_shade`:
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// - 0.0 → per-vertex normals interpolated to the fragment (Gouraud).
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// - 1.0 → per-triangle face normal from screen-space derivatives
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// `cross(dpdx(pos), dpdy(pos))`, so each triangle reads as a single
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// flat shade (FlatShaded).
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// Triangle-mesh surfaces and feature edges.
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struct Uniforms {
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viewport_size: vec2<f32>,
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@@ -116,12 +106,9 @@ struct VertexIn {
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@location(8) advanced: vec4<f32>,
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// illumination model, channel flags, material mode, luminance mode
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@location(9) flags: vec4<u32>,
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@location(10) uv_specular: vec2<f32>,
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@location(11) uv_reflection: vec2<f32>,
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@location(12) uv_opacity: vec2<f32>,
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@location(13) uv_bump: vec2<f32>,
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@location(14) uv_refraction: vec2<f32>,
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@location(15) uv_normal: vec2<f32>,
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@location(10) uv_specular_reflection: vec4<f32>,
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@location(11) uv_opacity_bump: vec4<f32>,
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@location(12) uv_refraction_normal: vec4<f32>,
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};
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struct VertexOut {
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@@ -131,17 +118,16 @@ struct VertexOut {
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@location(2) world_pos: vec3<f32>,
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@location(3) material: vec4<f32>,
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@location(4) specular: vec4<f32>,
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@location(5) eye_vec: vec3<f32>,
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@location(6) uv_diffuse: vec2<f32>,
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@location(7) ambient: vec4<f32>,
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@location(8) advanced: vec4<f32>,
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@location(9) @interpolate(flat) flags: vec4<u32>,
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@location(10) uv_specular: vec2<f32>,
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@location(11) uv_reflection: vec2<f32>,
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@location(12) uv_opacity: vec2<f32>,
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@location(13) uv_bump: vec2<f32>,
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@location(14) uv_refraction: vec2<f32>,
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@location(15) uv_normal: vec2<f32>,
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@location(5) uv_diffuse: vec2<f32>,
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@location(6) ambient: vec4<f32>,
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@location(7) advanced: vec4<f32>,
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@location(8) @interpolate(flat) flags: vec4<u32>,
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@location(9) uv_specular: vec2<f32>,
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@location(10) uv_reflection: vec2<f32>,
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@location(11) uv_opacity: vec2<f32>,
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@location(12) uv_bump: vec2<f32>,
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@location(13) uv_refraction: vec2<f32>,
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@location(14) uv_normal: vec2<f32>,
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};
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struct EdgeVertexIn {
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@@ -191,17 +177,16 @@ fn vs_main(
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out.world_pos = rel;
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out.material = v.material;
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out.specular = v.specular;
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out.eye_vec = -rel;
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out.uv_diffuse = v.uv_diffuse;
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out.ambient = v.ambient;
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out.advanced = v.advanced;
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out.flags = v.flags;
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out.uv_specular = v.uv_specular;
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out.uv_reflection = v.uv_reflection;
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out.uv_opacity = v.uv_opacity;
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out.uv_bump = v.uv_bump;
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out.uv_refraction = v.uv_refraction;
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out.uv_normal = v.uv_normal;
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out.uv_specular = v.uv_specular_reflection.xy;
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out.uv_reflection = v.uv_specular_reflection.zw;
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out.uv_opacity = v.uv_opacity_bump.xy;
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out.uv_bump = v.uv_opacity_bump.zw;
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out.uv_refraction = v.uv_refraction_normal.xy;
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out.uv_normal = v.uv_refraction_normal.zw;
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return out;
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}
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@@ -373,7 +358,7 @@ fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
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);
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specular_color = mix(specular_color, texel, blend);
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}
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let view = normalize(in.eye_vec);
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let view = normalize(-in.world_pos);
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let gloss_exp = mix(2.0, 128.0, clamp(in.material.x, 0.0, 1.0));
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let fresnel0 = pow(
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(max(in.specular.w, 1.0) - 1.0) / (max(in.specular.w, 1.0) + 1.0),
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