// Vertex shader
struct ViewUniform {
view_proj: mat4x4<f32>,
view_rotation: mat4x4<f32>,
inv_screen_size: vec2<f32>,
resolution: f32,
}
@group(0) @binding(0)
var<uniform> transform: ViewUniform;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
@location(2) norm: vec2<f32>,
@location(3) norm_limit: f32,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(1) color: vec4<f32>,
};
@vertex
fn vs_main(
model: VertexInput,
@location(10) bundle_opacity: f32,
) -> VertexOutput {
var out: VertexOutput;
var color = model.color;
color[3] = model.color[3] * bundle_opacity;
out.color = color;
var norm_length = sqrt(model.norm[0] * model.norm[0] + model.norm[1] * model.norm[1]) * transform.resolution;
var norm_limit = 1.0;
if (norm_length > model.norm_limit) {
norm_limit = model.norm_limit / norm_length;
}
let norm = model.norm * norm_limit * transform.resolution;
let vertex_position = transform.view_proj * vec4<f32>(model.position.xy + norm, model.position[2], 1.0);
out.clip_position = vertex_position;
return out;
}
// Fragment shader
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color;
}