forked from 1b-agent/opencadstudio-upstream
68 lines
2.6 KiB
WebGPU Shading Language
68 lines
2.6 KiB
WebGPU Shading Language
// Textured-quad shader for raster images (RasterImage entity).
|
|
// Renders a four-vertex quad (two triangles) with a sampled texture.
|
|
|
|
// ── Bind group 0: shared projection uniforms ─────────────────────────────────
|
|
// Must match the shared `Uniforms` struct (scene::pipeline::uniforms, 112 B).
|
|
struct Uniforms {
|
|
viewport_size: vec2<f32>,
|
|
world_per_pixel: f32,
|
|
lwdisplay_enable: f32,
|
|
flat_shade: f32,
|
|
transparency_enable: f32,
|
|
_pad: vec2<f32>,
|
|
// Relative-to-eye (double-single): see wire.wgsl.
|
|
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;
|
|
|
|
// ── Bind group 1: per-image texture + sampler ────────────────────────────────
|
|
@group(1) @binding(0) var img_texture: texture_2d<f32>;
|
|
@group(1) @binding(1) var img_sampler: sampler;
|
|
|
|
// Per-image params (fade, clip flag, etc.)
|
|
struct ImageParams {
|
|
opacity: f32,
|
|
draw_depth: f32, // signed (-1,1) draw-order bias; 0 = neutral
|
|
_pad1: f32,
|
|
_pad2: f32,
|
|
};
|
|
@group(1) @binding(2) var<uniform> img_params: ImageParams;
|
|
|
|
// ── Vertex stage ──────────────────────────────────────────────────────────────
|
|
struct VertIn {
|
|
@location(0) pos: vec3<f32>,
|
|
@location(1) uv: vec2<f32>,
|
|
@location(2) pos_low: vec3<f32>,
|
|
@location(3) translation: vec3<f32>,
|
|
@location(4) translation_low: vec3<f32>,
|
|
@location(5) draw_depth: f32,
|
|
};
|
|
|
|
struct VertOut {
|
|
@builtin(position) clip_pos: vec4<f32>,
|
|
@location(0) uv: vec2<f32>,
|
|
};
|
|
|
|
@vertex
|
|
fn vs_main(in: VertIn) -> VertOut {
|
|
var out: VertOut;
|
|
let rel = (in.pos + in.translation - u.eye_high)
|
|
+ (in.pos_low + in.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, img_params.draw_depth + in.draw_depth);
|
|
out.uv = in.uv;
|
|
return out;
|
|
}
|
|
|
|
// ── Fragment stage ────────────────────────────────────────────────────────────
|
|
@fragment
|
|
fn fs_main(in: VertOut) -> @location(0) vec4<f32> {
|
|
let col = textureSample(img_texture, img_sampler, in.uv);
|
|
return vec4<f32>(col.rgb, col.a * img_params.opacity);
|
|
}
|