1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
|
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 model_pos = ((origin - camera.abs_pos - camera.rel_pos) + model.position) * camera.scale;
let origin_pos = (origin - camera.abs_pos - camera.rel_pos) * camera.scale;
let view = camera.view;
let orbit_normal = normalize(model.position);
var normal = orbit_normal;
if length(model_pos - origin_pos) > 0.01 {
normal *= POINT_NORMALS[index];
}
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 + normal * 0.005, 1.0);
out.clip_position = point_view_pos;
return out;
}
@fragment
fn fs_main(in: VertexOutput
) -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 0.5, 0.0, 1.0);
}
|