struct Camera { view_proj: mat4x4<f32> };
@group(0) @binding(0) var<uniform> camera: Camera;
struct VsIn {
@location(0) v_pos: vec2<f32>, // unit quad 0..1
@location(2) i_center: vec2<f32>,
@location(3) i_radius: f32,
@location(4) i_thickness: f32, // 0 = filled disk; >0 = ring (outer = radius)
@location(5) i_color: vec4<f32>,
};
struct VsOut {
@builtin(position) clip: vec4<f32>,
@location(0) local: vec2<f32>, // in pixel space, centered
@location(1) radius: f32,
@location(2) thickness: f32,
@location(3) color: vec4<f32>,
};
@vertex
fn vs_main(in: VsIn) -> VsOut {
let r = in.i_radius + 1.0; // expand by 1px for antialiased edge
let local = (in.v_pos - vec2<f32>(0.5)) * vec2<f32>(2.0 * r);
let world = in.i_center + local;
var out: VsOut;
out.clip = camera.view_proj * vec4<f32>(world, 0.0, 1.0);
out.local = local;
out.radius = in.i_radius;
out.thickness = in.i_thickness;
out.color = in.i_color;
return out;
}
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
let d = length(in.local);
let aa = 1.0;
var alpha: f32;
if (in.thickness <= 0.0) {
// filled disk
alpha = 1.0 - smoothstep(in.radius - aa, in.radius + aa, d);
} else {
// ring: keep band between (radius - thickness) .. radius
let outer = 1.0 - smoothstep(in.radius - aa, in.radius + aa, d);
let inner = smoothstep(in.radius - in.thickness - aa, in.radius - in.thickness + aa, d);
alpha = outer * inner;
}
if (alpha <= 0.0) { discard; }
return vec4<f32>(in.color.rgb, in.color.a * alpha);
}