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OneCAD-Draft/src/shaders/shadow.wgsl
T
Hakan Seven 5e8221f8f1 perf(render): keep solid meshes resident
Keep all solid geometry GPU-resident during navigation. Use vertex-rate instancing, compact untextured vertices, vertex-cache ordering, and cached silhouette sources without culling geometry.
2026-08-12 16:02:10 +03:00

85 lines
2.6 KiB
WebGPU Shading Language

struct Uniforms {
viewport_size: vec2<f32>,
world_per_pixel: f32,
lwdisplay_enable: f32,
flat_shade: f32,
transparency_enable: f32,
linetype_scale: f32,
_pad: f32,
view_rot: mat4x4<f32>,
eye_high: vec3<f32>,
_pad_eh: f32,
eye_low: vec3<f32>,
_pad_el: f32,
light_position_type: array<vec4<f32>, 4>,
light_direction_intensity: array<vec4<f32>, 4>,
light_color_hotspot: array<vec4<f32>, 4>,
light_attenuation: array<vec4<f32>, 4>,
lighting: vec4<f32>,
visual_style: vec4<f32>,
visual_style_color: vec4<f32>,
viewport_background: vec4<f32>,
view_tone: vec4<f32>,
background_top: vec4<f32>,
background_middle: vec4<f32>,
background_bottom: vec4<f32>,
background_aux0: vec4<f32>,
background_aux1: vec4<f32>,
background_params: vec4<f32>,
background_image_params: vec4<f32>,
background_image_transform: vec4<f32>,
environment_params: vec4<f32>,
environment_view: mat4x4<f32>,
shadow_view_proj: mat4x4<f32>,
shadow_params: vec4<f32>,
fog_color: vec4<f32>,
fog_params: vec4<f32>,
fog_distances: vec4<f32>,
light_web_profile_a: array<vec4<f32>, 4>,
light_web_profile_b: array<vec4<f32>, 4>,
light_web_rotation: array<vec4<f32>, 4>,
};
struct MeshInstance {
model_row_0: vec4<f32>,
model_row_1: vec4<f32>,
model_row_2: vec4<f32>,
translation_low: vec4<f32>,
normal_row_0: vec4<f32>,
normal_row_1: vec4<f32>,
normal_row_2: vec4<f32>,
};
@group(0) @binding(0) var<uniform> u: Uniforms;
struct VertexIn {
@location(0) position: vec3<f32>,
@location(3) position_low: vec3<f32>,
};
struct InstanceIn {
@location(4) model_row_0: vec4<f32>,
@location(5) model_row_1: vec4<f32>,
@location(7) model_row_2: vec4<f32>,
@location(8) translation_low: vec4<f32>,
};
@vertex
fn vs_main(
vertex: VertexIn,
instance: InstanceIn,
) -> @builtin(position) vec4<f32> {
let world_high = vec3<f32>(
dot(instance.model_row_0.xyz, vertex.position) + instance.model_row_0.w,
dot(instance.model_row_1.xyz, vertex.position) + instance.model_row_1.w,
dot(instance.model_row_2.xyz, vertex.position) + instance.model_row_2.w,
);
let world_low = vec3<f32>(
dot(instance.model_row_0.xyz, vertex.position_low),
dot(instance.model_row_1.xyz, vertex.position_low),
dot(instance.model_row_2.xyz, vertex.position_low),
) + instance.translation_low.xyz;
let relative = (world_high - u.eye_high) + (world_low - u.eye_low);
return u.shadow_view_proj * vec4<f32>(relative, 1.0);
}