Files
OneCAD-Draft/src/shaders/block_text.wgsl
T
Hakan SevenandClaude Opus 5.5 80372abf2c fix(render): transparency toggle also governs hatches, text and fills
Only the wire shaders read transparency_enable; hatch (solid, gradient
and pattern), text and 3D/fill-triangle fragments always drew the
entity's alpha, so turning Show Transparency off left them see-through.

Fixes #1529

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 09:09:42 +03:00

77 lines
2.4 KiB
WebGPU Shading Language

struct Uniforms {
viewport_size: vec2<f32>,
world_per_pixel: f32,
lwdisplay_enable: f32,
flat_shade: f32,
transparency_enable: f32,
_pad: vec2<f32>,
view_rot: mat4x4<f32>,
eye_high: vec3<f32>,
_pad_eh: f32,
eye_low: vec3<f32>,
_pad_el: f32,
}
@group(0) @binding(0) var<uniform> u: Uniforms;
@group(1) @binding(0) var atlas_tex: texture_2d<f32>;
@group(1) @binding(1) var atlas_samp: sampler;
struct VertIn {
@location(0) pos: vec3<f32>,
@location(1) pos_low: vec3<f32>,
@location(2) uv: vec2<f32>,
@location(3) color: vec4<f32>,
@location(4) source_depth: f32,
@location(5) translation: vec3<f32>,
@location(6) translation_low: vec3<f32>,
@location(7) instance_depth: f32,
}
struct VertOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) color: vec4<f32>,
}
@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<f32>(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<f32> {
let uv_dx = dpdx(in.uv);
let uv_dy = dpdy(in.uv);
let dims = vec2<f32>(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>(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<f32>(in.color.rgb, select(1.0, in.color.a, u.transparency_enable > 0.5) * alpha);
}