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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);
}
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