// splat.wgsl - Gaussian splat to inject velocity/color at a point
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) v_l: vec2<f32>,
@location(2) v_r: vec2<f32>,
@location(3) v_t: vec2<f32>,
@location(4) v_b: vec2<f32>,
};
struct SplatUniforms {
point: vec2<f32>,
_pad1: vec2<f32>,
color: vec4<f32>,
radius: f32,
aspect_ratio: f32,
_pad2: vec2<f32>,
};
@group(0) @binding(0)
var<uniform> uniforms: SplatUniforms;
@group(0) @binding(1)
var u_target: texture_2d<f32>;
@group(0) @binding(2)
var u_sampler: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
var p = in.uv - uniforms.point;
p.x *= uniforms.aspect_ratio;
let splat = exp(-dot(p, p) / uniforms.radius) * uniforms.color.xyz;
let base = textureSample(u_target, u_sampler, in.uv).xyz;
return vec4<f32>(base + splat, 1.0);
}