struct InstanceInput { @location(0) position: vec3, @location(1) origin: vec3, @location(2) radius: f32 }; struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) local_position: vec3, @location(1) distance: f32 }; struct CameraUniform { view: mat4x4, proj: mat4x4, abs_pos: vec3, rel_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 relative_pos = instance.position; let origin_pos = instance.origin - camera.abs_pos; /*if all(relative_pos != origin_pos) { if length(relative_pos) < 0.01 / camera.scale { if length(relative_pos) != 0.0 { out.clip_position = vec4(0.0, 0.0, 0.0, 1.0); return out; } } }*/ let instance_pos = (relative_pos + origin_pos - camera.rel_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; out.distance = length(instance_pos); 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; } let color = vec3(1.0, 1.0, 1.0) / clamp(in.distance, 1.0, 1.5); return vec4(color, alpha); }