// ViewCube shader — Phong lighting + hover highlight. struct Uniforms { view_proj: mat4x4, rotation: mat4x4, hover_region: vec4, } @group(0) @binding(0) var u: Uniforms; struct VIn { @location(0) pos: vec3, @location(1) normal: vec3, @location(2) color: vec3, @location(3) region_f: f32 } struct VOut { @builtin(position) clip: vec4, @location(0) color: vec3, @location(1) world_n: vec3, @location(2) region_f: f32 } @vertex fn vs_main(in: VIn) -> VOut { var out: VOut; let rotated = (u.rotation * vec4(in.pos, 1.0)).xyz; out.clip = u.view_proj * vec4(rotated, 1.0); out.color = in.color; out.world_n = normalize((u.rotation * vec4(in.normal, 0.0)).xyz); out.region_f = in.region_f; return out; } @fragment fn fs_main(in: VOut) -> @location(0) vec4 { let is_hovered = abs(in.region_f - u.hover_region.x) < 0.001 && u.hover_region.x >= 0.0; var final_rgb = in.color; if is_hovered { final_rgb = mix(final_rgb, vec3(0.55, 0.78, 1.0), 0.45); } return vec4(final_rgb, 1.0); }