From 961f8c6d405c9c6fcf9aaf4fb6f199b0e5c60d88 Mon Sep 17 00:00:00 2001 From: Jon Santmyer Date: Thu, 30 Apr 2026 10:06:32 -0400 Subject: add orbit rendering for bodies --- assets/shaders/tacmap/body.wgsl | 79 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 79 insertions(+) create mode 100644 assets/shaders/tacmap/body.wgsl (limited to 'assets/shaders/tacmap/body.wgsl') 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, + @location(1) radius: f32 +}; + +struct VertexOutput { + @builtin(position) clip_position: vec4, + @location(0) local_position: vec3 +}; + +struct CameraUniform { + view: mat4x4, + proj: mat4x4, + pos: vec3, + scale: f32 +}; + +@group(0) @binding(0) +var camera: CameraUniform; + +const QUAD_VERTICES = array,6>( + vec3(-1.0, -1.0, 0.0), + vec3(-1.0, 1.0 , 0.0), + vec3(1.0, 1.0 , 0.0), + vec3(1.0, 1.0 , 0.0), + vec3(1.0, -1.0, 0.0), + vec3(-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(view[0][0], view[1][0], view[2][0]); + let camera_up = vec3(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(instance_pos, 1.0); + let vertex_view_pos = view_proj * vec4(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(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 { + let point_dist = length(in.local_position); + var alpha = 1.0; + if point_dist > 1.0 { + alpha = 0.0; + } + return vec4(1.0, 1.0, 1.0, alpha); +} -- cgit v1.2.3