struct ChartUniform {
size: vec2<f32>,
origin: vec2<f32>,
group_size: vec2<f32>,
scale: f32,
clip: f32,
};
@group(0) @binding(0)
var<uniform> chart_uniforms: ChartUniform;
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) color: vec4<f32>,
@location(2) top_left: vec2<f32>,
@location(3) bottom_right: vec2<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) top_left: vec2<f32>,
@location(2) bottom_right: vec2<f32>,
}
// Vertex shader
@vertex
fn vs_main(
model: VertexInput
) -> VertexOutput {
var out: VertexOutput;
// Compute absolute position
let position = model.position + chart_uniforms.origin;
// Compute vertex coordinates
let x = 2.0 * position[0] / chart_uniforms.size[0] - 1.0;
let y = 2.0 * (chart_uniforms.size[1] - position[1]) / chart_uniforms.size[1] - 1.0;
out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
out.color = model.color;
out.top_left = (model.top_left + chart_uniforms.origin) * chart_uniforms.scale;
out.bottom_right = (model.bottom_right + chart_uniforms.origin) * chart_uniforms.scale;
return out;
}
// Fragment shader
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return lookup_color(in.color, in.clip_position, in.top_left, in.bottom_right);
}