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, } @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 = apply_draw_order(out.clip_pos, v.source_depth + v.instance_depth); out.uv = v.uv; out.color = v.color; return out; } @fragment fn fs_main(in: VertOut) -> @location(0) vec4 { let uv_dx = dpdx(in.uv); let uv_dy = dpdy(in.uv); let dims = vec2(textureDimensions(atlas_tex)); let footprint = max(length(uv_dx * dims), length(uv_dy * dims)); let sd_center = textureSampleLevel(atlas_tex, atlas_samp, in.uv, 0.0).r; let aa = max(fwidth(sd_center), 1e-4); var alpha = smoothstep(0.5 - aa, 0.5 + aa, sd_center); if footprint > 1.0 { // Average coverage over the pixel footprint so thin strokes survive minification. let samples = select(4, 2, footprint <= 4.0); var sum = 0.0; for (var y = 0; y < samples; y += 1) { for (var x = 0; x < samples; x += 1) { let offset = (vec2(f32(x), f32(y)) + 0.5) / f32(samples) - 0.5; let sd = textureSampleLevel( atlas_tex, atlas_samp, in.uv + uv_dx * offset.x + uv_dy * offset.y, 0.0 ).r; sum += smoothstep(0.5 - aa, 0.5 + aa, sd); } } alpha = sum / f32(samples * samples); } if alpha <= 0.0 { discard; } return vec4(in.color.rgb, select(1.0, in.color.a, u.transparency_enable > 0.5) * alpha); }