diff options
Diffstat (limited to 'assets/shaders/tacbody.wgsl')
| -rw-r--r-- | assets/shaders/tacbody.wgsl | 72 |
1 files changed, 0 insertions, 72 deletions
diff --git a/assets/shaders/tacbody.wgsl b/assets/shaders/tacbody.wgsl deleted file mode 100644 index 62adcdd..0000000 --- a/assets/shaders/tacbody.wgsl +++ /dev/null @@ -1,72 +0,0 @@ -struct VertexInput { - @location(0) position: vec3<f32> -}; - -struct InstanceInput { - @location(2) position: vec3<f32>, - @location(3) radius: f32 -}; - -struct VertexOutput { - @builtin(position) clip_position: vec4<f32>, - @location(0) local_position: vec3<f32> -}; - -struct CameraUniform { - view: mat4x4<f32>, - proj: mat4x4<f32>, - scale: f32 -}; - -@group(0) @binding(0) -var<uniform> camera: CameraUniform; - -@vertex -fn vs_main( - model: VertexInput, - instance: InstanceInput -) -> VertexOutput { - var out: VertexOutput; - - var view = camera.view; - - //Billboard the circle - let camera_right = vec3<f32>(view[0][0], view[1][0], view[2][0]); - let camera_up = vec3<f32>(view[0][1], view[1][1], view[2][1]); - let model_pos = camera_right * model.position.x + - camera_up * model.position.y; - - let min_size = 0.025; - - //Scale the world around the camera scale and translate about the camera's - //absolute (/target) position - let instance_pos = (instance.position) * camera.scale; - - let view_proj = camera.proj * view; - - let center_view_pos = view_proj * vec4<f32>(instance_pos, 1.0); - let vertex_view_pos = view_proj * vec4<f32>(instance_pos + (model_pos * instance.radius * camera.scale), 1.0); - - let vertex_dist = length(vertex_view_pos - center_view_pos) / center_view_pos.w; - if vertex_dist < min_size { - out.clip_position = center_view_pos / center_view_pos.w; - out.clip_position += camera.proj * vec4<f32>(model.position.xy * (min_size / 2.0), 0.0, 0.0); - }else{ - out.clip_position = vertex_view_pos; - } - - out.local_position = model.position; - - return out; -} - -@fragment -fn fs_main(in: VertexOutput -) -> @location(0) vec4<f32> { - let point_dist = length(in.local_position); - var alpha = 1.0; - if point_dist > 1.0 { - alpha = 0.0; - } - return vec4<f32>(1.0, 1.0, 1.0, alpha); -} |
