Files
OneCAD-Draft/src/shaders/viewcube_composite.wgsl
T
Hakan Seven 53cf31f33d feat(web): unify fonts and refine viewcube
Preload one language-aware font resource across the interface, drawing text, and navigation labels.\n\nRender the navigation cube, ring, outlines, and labels through a 4x MSAA target.
2026-08-03 15:28:51 +03:00

45 lines
1.2 KiB
WebGPU Shading Language

struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
struct CompositeUniforms {
uv_scale: vec2<f32>,
_pad: vec2<f32>,
}
var<private> POSITIONS: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(-1.0, 1.0),
vec2<f32>(-1.0, -1.0),
vec2<f32>( 1.0, 1.0),
vec2<f32>(-1.0, -1.0),
vec2<f32>( 1.0, -1.0),
vec2<f32>( 1.0, 1.0),
);
var<private> UVS: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(0.0, 0.0),
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 0.0),
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(1.0, 0.0),
);
@vertex
fn vs_main(@builtin(vertex_index) index: u32) -> VertexOutput {
var output: VertexOutput;
output.position = vec4<f32>(POSITIONS[index], 0.0, 1.0);
output.uv = UVS[index];
return output;
}
@group(0) @binding(0) var resolved_texture: texture_2d<f32>;
@group(0) @binding(1) var resolved_sampler: sampler;
@group(0) @binding(2) var<uniform> uniforms: CompositeUniforms;
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(resolved_texture, resolved_sampler, input.uv * uniforms.uv_scale);
}