fix(renderer): keep draw-order offsets within clipping planes

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Christopher Overbeck committed 2026-09-15 12:36:05 -05:00
1 parent 0e42e3bf28
commit e52e565b1f
26 files changed
+525 -90

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@@ -34,17 +34,16 @@ struct VertexOut {
@location(0) color: vec4<f32>,
};
// Draw-order depth bias (see wire.wgsl). Signed draw_depth; 0.0 (all 3D
// Draw-order depth bias (see draw_order.wgsl). Signed draw_depth; 0.0 (all 3D
// surface faces — 3DFACE, PolyfaceMesh, PolygonMesh) leaves real depth
// untouched so they occlude against solids; only 2D fills order by rank.
const DRAW_ORDER_BIAS: f32 = 0.001;
@vertex
fn vs_main(v: VertexIn) -> VertexOut {
var out: VertexOut;
let rel = (v.position - u.eye_high) + (v.position_low - u.eye_low);
out.clip_pos = u.view_rot * vec4<f32>(rel, 1.0);
out.clip_pos.z = out.clip_pos.z - v.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
out.clip_pos = apply_draw_order(out.clip_pos, v.draw_depth);
out.color = v.color;
return out;
}