struct Uniforms { viewport_size: vec2, world_per_pixel: f32, lwdisplay_enable: f32, flat_shade: f32, transparency_enable: f32, linetype_scale: f32, _pad: f32, view_rot: mat4x4, eye_high: vec3, _pad_eh: f32, eye_low: vec3, _pad_el: f32, } @group(0) @binding(0) var u: Uniforms; struct WireConst { color: vec4, pat0: vec4, pat1: vec4, half_width: f32, pattern_length: f32, draw_depth: f32, align_end: f32, align_total: f32, world_half_width: f32, _pad1: f32, _pad2: f32, } @group(1) @binding(0) var wire_const: WireConst; struct VertexIn { @location(0) pos_a: vec3, @location(1) pos_b: vec3, @location(2) pos_a_low: vec3, @location(3) pos_b_low: vec3, @location(4) distances: vec2, @location(5) taper_ratio: vec2, @location(6) translation: vec3, @location(7) translation_low: vec3, @location(8) depth: vec2, } const DRAW_ORDER_BIAS: f32 = 0.001; struct VertexOut { @builtin(position) clip_pos: vec4, @location(0) color: vec4, @location(1) distance: f32, @location(2) pattern_length: f32, @location(3) pat0: vec4, @location(4) pat1: vec4, @location(5) @interpolate(flat) min_elem: f32, @location(6) @interpolate(flat) align_end: f32, @location(7) @interpolate(flat) align_total: f32, @location(8) cap: vec2, @location(9) @interpolate(flat) cap_ends: vec3, } fn resolve_hw(taper_ratio: f32, world_hw: f32, px_hw: f32) -> f32 { if taper_ratio > 0.0 { return max((taper_ratio * world_hw) / u.world_per_pixel, 0.5); } if world_hw > 0.0 { return max(world_hw / u.world_per_pixel, 0.5); } return select(0.5, px_hw, u.lwdisplay_enable > 0.5); } @vertex fn vs_main(@builtin(vertex_index) vertex_index: u32, in: VertexIn) -> VertexOut { let corner = vertex_index % 6u; let which_end_arr = array(0.0, 1.0, 1.0, 0.0, 1.0, 0.0); let side_arr = array(-1.0, -1.0, 1.0, -1.0, 1.0, 1.0); let which_end = which_end_arr[corner]; let side = side_arr[corner]; let rel_a = (in.pos_a + in.translation - u.eye_high) + (in.pos_a_low + in.translation_low - u.eye_low); let rel_b = (in.pos_b + in.translation - u.eye_high) + (in.pos_b_low + in.translation_low - u.eye_low); let clip_a = u.view_rot * vec4(rel_a, 1.0); let clip_b = u.view_rot * vec4(rel_b, 1.0); let screen_a = clip_a.xy / clip_a.w * u.viewport_size * 0.5; let screen_b = clip_b.xy / clip_b.w * u.viewport_size * 0.5; let segment = screen_b - screen_a; let segment_length = length(segment); var direction = vec2(1.0, 0.0); if segment_length > 1e-4 { direction = segment / segment_length; } let perpendicular = vec2(-direction.y, direction.x); let clip_position = mix(clip_a, clip_b, which_end); let half_width_a = resolve_hw( in.taper_ratio.x, wire_const.world_half_width, wire_const.half_width, ); let half_width_b = resolve_hw( in.taper_ratio.y, wire_const.world_half_width, wire_const.half_width, ); let half_width = mix(half_width_a, half_width_b, which_end); let extension = which_end * 2.0 - 1.0; let offset_px = perpendicular * half_width * side + direction * half_width * extension; let ndc_offset = offset_px / (u.viewport_size * 0.5); let final_clip = clip_position + vec4(ndc_offset * clip_position.w, 0.0, 0.0); let scale = u.linetype_scale; var min_element = wire_const.pattern_length * scale; let elements = array( wire_const.pat0.x * scale, wire_const.pat0.y * scale, wire_const.pat0.z * scale, wire_const.pat0.w * scale, wire_const.pat1.x * scale, wire_const.pat1.y * scale, wire_const.pat1.z * scale, wire_const.pat1.w * scale, ); for (var i = 0u; i < 8u; i++) { let value = abs(elements[i]); if value > 0.0 && value < min_element { min_element = value; } } var out: VertexOut; out.clip_pos = final_clip; out.clip_pos.z -= in.depth.x * DRAW_ORDER_BIAS * out.clip_pos.w; out.color = wire_const.color; out.distance = mix(in.distances.x, in.distances.y, which_end) + extension * half_width * u.world_per_pixel; out.pattern_length = wire_const.pattern_length * scale; out.pat0 = wire_const.pat0 * scale; out.pat1 = wire_const.pat1 * scale; out.min_elem = min_element; out.align_end = wire_const.align_end * scale; out.align_total = wire_const.align_total; out.cap = vec2( which_end * segment_length + extension * half_width, half_width * side, ); out.cap_ends = vec3(segment_length, half_width_a, half_width_b); return out; } fn in_dash( distance: f32, pattern_length: f32, pat0: vec4, pat1: vec4, align_end: f32, align_total: f32, ) -> bool { let elements = array( pat0.x, pat0.y, pat0.z, pat0.w, pat1.x, pat1.y, pat1.z, pat1.w, ); var count = 0u; for (var i = 0u; i < 8u; i++) { if elements[i] != 0.0 { count = i + 1u; } } var value: f32; if align_total > 0.0 { if distance <= align_end || distance >= align_total - align_end { return true; } var first_dash = 0.0; for (var i = 0u; i < count; i++) { if elements[i] > 0.0 { first_dash = elements[i]; break; } } value = ((distance - align_end + first_dash) % pattern_length + pattern_length) % pattern_length; } else { value = ((distance % pattern_length) + pattern_length) % pattern_length; } var position = 0.0; let dot_half = u.world_per_pixel * 0.75; for (var i = 0u; i < count; i++) { let element = elements[i]; if element == 0.0 { let delta = abs(value - position); if min(delta, pattern_length - delta) <= dot_half { return true; } } else if element > 0.0 { if value >= position && value < position + element { return true; } position += element; } else { position -= element; } } return false; } fn clipped_cap(cap: vec2, ends: vec3) -> bool { if cap.x < 0.0 { return length(cap) > ends.y; } if cap.x > ends.x { return length(vec2(cap.x - ends.x, cap.y)) > ends.z; } return false; } fn visible_fragment(in: VertexOut) -> bool { if clipped_cap(in.cap, in.cap_ends) { return false; } if in.pattern_length > 0.0 && in.min_elem >= u.world_per_pixel { return in_dash( in.distance, in.pattern_length, in.pat0, in.pat1, in.align_end, in.align_total, ); } return true; } @fragment fn fs_main(in: VertexOut) -> @location(0) vec4 { if !visible_fragment(in) { discard; } let alpha = select(1.0, in.color.a, u.transparency_enable > 0.5); return vec4(in.color.rgb, alpha); } @fragment fn fs_black(in: VertexOut) -> @location(0) vec4 { if !visible_fragment(in) { discard; } let alpha = select(1.0, in.color.a, u.transparency_enable > 0.5); return vec4(0.0, 0.0, 0.0, alpha); }