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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>,
abs_pos: vec3<f32>,
rel_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<f32,2>(
-0.5, 0.5
);
@vertex
fn vs_main(
model: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
let index = model.index % 2u;
let origin = vec3<f32>(
origins[model.origin][0],
origins[model.origin][1],
origins[model.origin][2]);
let offset_pos = model.position;
let origin_pos = origin - camera.abs_pos - camera.rel_pos;
let view_proj = camera.proj * camera.view;
let origin_view_pos = camera.view * vec4<f32>(origin_pos * camera.scale, 1.0);
let offset_view = camera.view * vec4<f32>(offset_pos * camera.scale, 0.0);
let point_view_pos = origin_view_pos + offset_view;
let orbit_normal = normalize(model.position);
var normal = orbit_normal;
let offset_ndc = offset_view.xy / origin_view_pos.z;
let discard_radius = 0.05;
if length(offset_ndc) > discard_radius {
normal *= POINT_NORMALS[index];
}
let point_vp_pos = camera.proj * point_view_pos;
//Scale the world around the camera scale and translate about the camera's
//absolute (/target) position
let segment_vp_pos = point_vp_pos + (view_proj * vec4<f32>(normal * 0.005, 0.0));
out.clip_position = segment_vp_pos;
return out;
}
@fragment
fn fs_main(in: VertexOutput
) -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 0.5, 0.0, 1.0);
}
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