forked from 1b-agent/opencadstudio-upstream
46 lines
1.2 KiB
WebGPU Shading Language
46 lines
1.2 KiB
WebGPU Shading Language
struct Uniforms {
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viewport_size: vec2<f32>,
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world_per_pixel: f32,
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lwdisplay_enable: f32,
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flat_shade: f32,
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transparency_enable: f32,
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_pad: vec2<f32>,
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view_rot: mat4x4<f32>,
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eye_high: vec3<f32>,
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_pad_eh: f32,
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eye_low: vec3<f32>,
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_pad_el: f32,
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}
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@group(0) @binding(0) var<uniform> u: Uniforms;
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struct VertexIn {
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@location(0) position: vec3<f32>,
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@location(1) color: vec4<f32>,
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@location(2) source_depth: f32,
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@location(3) position_low: vec3<f32>,
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@location(4) translation: vec3<f32>,
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@location(5) translation_low: vec3<f32>,
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@location(6) instance_depth: f32,
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}
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struct VertexOut {
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@builtin(position) clip_pos: vec4<f32>,
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@location(0) color: vec4<f32>,
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}
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@vertex
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fn vs_main(v: VertexIn) -> VertexOut {
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var out: VertexOut;
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let rel = (v.position + v.translation - u.eye_high)
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+ (v.position_low + v.translation_low - u.eye_low);
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out.clip_pos = u.view_rot * vec4<f32>(rel, 1.0);
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out.clip_pos = apply_draw_order(out.clip_pos, v.source_depth + v.instance_depth);
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out.color = v.color;
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return out;
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}
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@fragment
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fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
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return in.color;
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}
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