struct CameraUniform {
view: mat4x4<f32>,
proj: mat4x4<f32>,
}
struct TransformUniform {
model: mat4x4<f32>,
normal: mat3x3<f32>,
scale: f32,
}
struct CounterUniform {
count: u32,
_padding_1: u32,
_padding_2: u32,
_padding_3: u32,
}
struct SettingsUniform {
radius: f32,
char_len: f32,
color: vec3<f32>,
}
@group(0) @binding(0)
var<uniform> camera: CameraUniform;
@group(1) @binding(0)
var<uniform> counter: CounterUniform;
@group(2) @binding(0)
var<uniform> transform: TransformUniform;
@group(3) @binding(0)
var<uniform> settings: SettingsUniform;
struct VertexInput {
@location(0) position: vec3<f32>,
};
struct DataInput {
@location(1) position: vec3<f32>,
@builtin(instance_index) index: u32,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) view_pos: vec3<f32>,
@location(1) center: vec3<f32>,
@location(2) index: u32,
};
@vertex
fn vs_main(
model: VertexInput,
data: DataInput,
) -> VertexOutput {
let model_matrix = camera.view * transform.model;
//// We define the output we want to send over to frag shader
var out: VertexOutput;
let camera_right = vec3<f32>(1., 0., 0.);
let camera_up = vec3<f32>(0., 1., 0.);
let center = (model_matrix * vec4<f32>(data.position, 1.)).xyz;
let det = determinant(transform.normal);
let view_position = center + (model.position.x * camera_right + model.position.y * camera_up) * settings.radius * settings.char_len * transform.scale;
out.clip_position = camera.proj * vec4<f32>(view_position, 1.0);
out.view_pos = view_position;
out.center = center;
out.index = data.index;
return out;
}
// function from :
// https://iquilezles.org/articles/intersectors/
fn dot2(v: vec3<f32>) -> f32 { return dot(v, v); }
fn sphIntersect(ro: vec3<f32>, rd: vec3<f32>, ce: vec3<f32>, ra: f32) -> vec2<f32> {
let oc = ro - ce;
let b = dot(oc, rd);
let c = dot(oc, oc) - ra * ra;
var h = b * b - c;
if h < 0.0 { return vec2<f32>(-1.0); } // no intersection
h = sqrt(h);
return vec2<f32>(-b - h, -b + h);
}
struct FragOutput {
@builtin(frag_depth) depth: f32,
@location(0) color: vec4<f32>,
}
@fragment
fn fs_main(in: VertexOutput) -> FragOutput {
//let ro = camera.view_pos.xyz;
let ro = vec3<f32>(0.);
let rd = normalize(in.view_pos);
let ce = in.center;
let r = settings.radius * settings.char_len * transform.scale;
var out: FragOutput;
let t = sphIntersect(ro, rd, ce, r);
if t.x < 0.0 {
discard;
}
let pos = ro + t.x * rd;
let clip_space_pos = camera.proj * vec4<f32>(pos, 1.);
out.depth = clip_space_pos.z / clip_space_pos.w;
let res = counter.count + in.index;
// webgl dosen't support rendering to u32, so we have to resort to this
let f1 = f32((res >> u32(24))) / 255.;
let f2 = f32(((res << u32(8)) >> u32(24))) / 255.;
let f3 = f32(((res << u32(16)) >> u32(24))) / 255.;
let f4 = f32(((res << u32(24)) >> u32(24))) / 255.;
out.color = vec4<f32>(f4, f3, f2, f1);
//return bitcast<vec4<f32>>(res);
return out;
}