struct Uniforms { viewport_size: vec2, world_per_pixel: f32, lwdisplay_enable: f32, flat_shade: f32, transparency_enable: f32, _pad: vec2, view_rot: mat4x4, eye_high: vec3, _pad_eh: f32, eye_low: vec3, _pad_el: f32, } @group(0) @binding(0) var u: Uniforms; @group(1) @binding(0) var atlas_tex: texture_2d; @group(1) @binding(1) var atlas_samp: sampler; struct VertIn { @location(0) pos: vec3, @location(1) pos_low: vec3, @location(2) uv: vec2, @location(3) color: vec4, @location(4) source_depth: f32, @location(5) translation: vec3, @location(6) translation_low: vec3, @location(7) instance_depth: f32, } struct VertOut { @builtin(position) clip_pos: vec4, @location(0) uv: vec2, @location(1) color: vec4, } const DRAW_ORDER_BIAS: f32 = 0.001; @vertex fn vs_main(v: VertIn) -> VertOut { var out: VertOut; let rel = (v.pos + v.translation - u.eye_high) + (v.pos_low + v.translation_low - u.eye_low); out.clip_pos = u.view_rot * vec4(rel, 1.0); out.clip_pos.z = out.clip_pos.z - (v.source_depth + v.instance_depth) * DRAW_ORDER_BIAS * out.clip_pos.w; out.uv = v.uv; out.color = v.color; return out; } @fragment fn fs_main(in: VertOut) -> @location(0) vec4 { let sd = textureSample(atlas_tex, atlas_samp, in.uv).r; let aa = max(fwidth(sd), 1e-4); let alpha = smoothstep(0.5 - aa, 0.5 + aa, sd); if alpha <= 0.0 { discard; } return vec4(in.color.rgb, in.color.a * alpha); }