diff options
Diffstat (limited to 'assets/shaders')
| -rw-r--r-- | assets/shaders/canvas.wgsl | 32 | ||||
| -rw-r--r-- | assets/shaders/tacbody.wgsl | 79 |
2 files changed, 111 insertions, 0 deletions
diff --git a/assets/shaders/canvas.wgsl b/assets/shaders/canvas.wgsl new file mode 100644 index 0000000..3be1a77 --- /dev/null +++ b/assets/shaders/canvas.wgsl @@ -0,0 +1,32 @@ +struct VertexInput { + @location(0) position: vec3<f32>, + @location(1) uv: vec2<f32> +}; + +struct VertexOutput { + @builtin(position) clip_position: vec4<f32>, + @location(0) uv: vec2<f32> +}; + +@vertex +fn vs_main( + model: VertexInput, +) -> VertexOutput { + var out: VertexOutput; + + out.clip_position = vec4<f32>(model.position, 1.0); + out.uv = model.uv; + + return out; +} + +@group(0) @binding(0) +var canvas_texture: texture_2d<f32>; +@group(0) @binding(1) +var canvas_sampler: sampler; + +@fragment +fn fs_main(in: VertexOutput +) -> @location(0) vec4<f32> { + return textureSample(canvas_texture, canvas_sampler, in.uv); +} diff --git a/assets/shaders/tacbody.wgsl b/assets/shaders/tacbody.wgsl new file mode 100644 index 0000000..e8fb653 --- /dev/null +++ b/assets/shaders/tacbody.wgsl @@ -0,0 +1,79 @@ +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 + view[0][0] = 1.0; + view[0][1] = 0.0; + view[0][2] = 0.0; + + view[1][0] = 0.0; + view[1][1] = 1.0; + view[1][2] = 0.0; + + view[2][0] = 0.0; + view[2][1] = 0.0; + view[2][2] = 1.0; + + let min_size = 0.025; + + //Scale the world around the camera scale. + let model_pos = model.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 * 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_pos.xy * (min_size / 2), 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); +} |
