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-rw-r--r--assets/shaders/tacbody.wgsl72
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);
-}