summaryrefslogtreecommitdiffstats
path: root/assets/shaders/tacmap/body.wgsl
diff options
context:
space:
mode:
Diffstat (limited to 'assets/shaders/tacmap/body.wgsl')
-rw-r--r--assets/shaders/tacmap/body.wgsl79
1 files changed, 79 insertions, 0 deletions
diff --git a/assets/shaders/tacmap/body.wgsl b/assets/shaders/tacmap/body.wgsl
new file mode 100644
index 0000000..7156150
--- /dev/null
+++ b/assets/shaders/tacmap/body.wgsl
@@ -0,0 +1,79 @@
+struct InstanceInput {
+ @location(0) position: vec3<f32>,
+ @location(1) radius: f32
+};
+
+struct VertexOutput {
+ @builtin(position) clip_position: vec4<f32>,
+ @location(0) local_position: vec3<f32>
+};
+
+struct CameraUniform {
+ view: mat4x4<f32>,
+ proj: mat4x4<f32>,
+ pos: vec3<f32>,
+ scale: f32
+};
+
+@group(0) @binding(0)
+var<uniform> camera: CameraUniform;
+
+const QUAD_VERTICES = array<vec3<f32>,6>(
+ vec3<f32>(-1.0, -1.0, 0.0),
+ vec3<f32>(-1.0, 1.0 , 0.0),
+ vec3<f32>(1.0, 1.0 , 0.0),
+ vec3<f32>(1.0, 1.0 , 0.0),
+ vec3<f32>(1.0, -1.0, 0.0),
+ vec3<f32>(-1.0, -1.0, 0.0),
+);
+
+@vertex
+fn vs_main(
+ @builtin(vertex_index) index: u32,
+ instance: InstanceInput
+) -> VertexOutput {
+ var out: VertexOutput;
+
+ let model = QUAD_VERTICES[index];
+ 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.x +
+ camera_up * model.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.pos) * 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.xy * (min_size / 2.0), 0.0, 0.0);
+ }else{
+ out.clip_position = vertex_view_pos;
+ }
+
+ out.local_position = model;
+
+ 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);
+}