diff options
Diffstat (limited to 'assets/shaders/tacmap')
| -rw-r--r-- | assets/shaders/tacmap/body.wgsl | 79 | ||||
| -rw-r--r-- | assets/shaders/tacmap/grid.wgsl | 4 | ||||
| -rw-r--r-- | assets/shaders/tacmap/orbit.wgsl | 61 |
3 files changed, 142 insertions, 2 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); +} diff --git a/assets/shaders/tacmap/grid.wgsl b/assets/shaders/tacmap/grid.wgsl index 625dc7f..822e957 100644 --- a/assets/shaders/tacmap/grid.wgsl +++ b/assets/shaders/tacmap/grid.wgsl @@ -7,6 +7,7 @@ struct VertexOutput { struct CameraUniform { view: mat4x4<f32>, proj: mat4x4<f32>, + pos: vec3<f32>, scale: f32 }; @@ -47,7 +48,6 @@ const cell_line_thickness: f32 = 0.001; const subcell_line_thickness: f32 = 0.0001; const cell_line_color: vec4<f32> = vec4<f32>(0.25, 0.25, 0.25, 0.5); -const subcell_line_color: vec4<f32> = vec4<f32>(0.125, 0.125, 0.125, 0.5); @fragment fn fs_main(in: VertexOutput @@ -79,7 +79,7 @@ fn fs_main(in: VertexOutput var color = vec4<f32>(0.0); if subcell_dist.x < sclt_real.x || subcell_dist.y < sclt_real.y - { color = subcell_line_color * subcell_falloff; } + { color = cell_line_color * subcell_falloff; } if cell_dist.x < clt_real.x || cell_dist.y < clt_real.y { color = cell_line_color; } diff --git a/assets/shaders/tacmap/orbit.wgsl b/assets/shaders/tacmap/orbit.wgsl new file mode 100644 index 0000000..d054a05 --- /dev/null +++ b/assets/shaders/tacmap/orbit.wgsl @@ -0,0 +1,61 @@ +struct VertexInput { + @builtin(vertex_index) index: u32, + @location(0) origin: u32, + @location(1) position: vec3<f32>, +}; + +struct VertexOutput { + @builtin(position) clip_position: vec4<f32>, +}; + +struct CameraUniform { + view: mat4x4<f32>, + proj: mat4x4<f32>, + pos: vec3<f32>, + scale: f32 +}; + +@group(0) @binding(0) +var<uniform> camera: CameraUniform; + +@group(1) @binding(0) +var<storage> origins: array<array<f32,3>>; + +const POINT_NORMALS = array<vec2<f32>,4>( + vec2<f32>(0.0, -0.5), + vec2<f32>(0.0, 0.5), + vec2<f32>(0.5, -0.5), + vec2<f32>(0.5, 0.5) +); + +@vertex +fn vs_main( + model: VertexInput, +) -> VertexOutput { + var out: VertexOutput; + + let index = model.index % 4u; + let normal = POINT_NORMALS[index]; + let origin = vec3<f32>( + origins[model.origin][0], + origins[model.origin][1], + origins[model.origin][2]); + + let model_pos = (origin + model.position - camera.pos) * camera.scale; + let view_proj = camera.proj * camera.view; + + //Scale the world around the camera scale and translate about the camera's + //absolute (/target) position + + let point_view_pos = view_proj * vec4<f32>(model_pos, 1.0); + out.clip_position = point_view_pos; + out.clip_position += vec4<f32>(normal * 0.01, 0.0, 0.0) * point_view_pos.w; + + return out; +} + +@fragment +fn fs_main(in: VertexOutput +) -> @location(0) vec4<f32> { + return vec4<f32>(0.25, 1.0, 0.25, 1.0); +} |
