struct Camera {
center: vec2<f32>,
zoom: f32,
fade: f32,
viewport: vec2<f32>,
_pad1: vec2<f32>,
};
@group(0) @binding(0) var<uniform> cam: Camera;
struct VsOut {
@builtin(position) clip: vec4<f32>,
@location(0) local: vec2<f32>,
@location(1) color: vec4<f32>,
@location(2) softness: f32,
@location(3) phase: f32,
};
var<private> QUAD: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, -1.0), vec2<f32>(1.0, 1.0),
vec2<f32>(-1.0, -1.0), vec2<f32>(1.0, 1.0), vec2<f32>(-1.0, 1.0),
);
@vertex
fn vs_main(
@builtin(vertex_index) vi: u32,
@location(0) pos: vec2<f32>,
@location(1) radius: f32,
@location(2) color: vec4<f32>,
@location(3) softness: f32,
@location(4) phase: f32,
) -> VsOut {
let corner = QUAD[vi];
let world = pos + corner * radius;
let rel = (world - cam.center) * cam.zoom;
let clip = vec2<f32>(rel.x / (cam.viewport.x * 0.5), rel.y / (cam.viewport.y * 0.5));
var out: VsOut;
out.clip = vec4<f32>(clip, 0.0, 1.0);
out.local = corner;
out.color = color;
out.softness = softness;
out.phase = phase;
return out;
}
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
let d = length(in.local); // 0 at center .. 1 at the quad edge
if (d > 1.0) { discard; }
// Rolling waves: concentric crests that emanate OUTWARD from the node as
// `phase` advances 0->1. `fract(d*RINGS - phase*RINGS)` gives each fragment
// its position within the nearest crest; subtracting the growing phase moves
// crests toward larger `d` (outward) over time. A sharp power shapes each
// crest into a distinct ripple rather than a smear, and `softness` widens it.
let RINGS = 2.4;
let front = fract(d * RINGS - in.phase * RINGS);
let crest = pow(1.0 - front, 5.0 - in.softness * 3.0);
// Envelope: the node covers the center, so fade the wave in past the node,
// and fade it out at the rim so the halo is a bounded ring band, not a disc.
let inner = smoothstep(0.15, 0.45, d);
let outer = 1.0 - smoothstep(0.65, 1.0, d);
let env = inner * outer;
// A faint steady base glow under the ripples keeps the selection legible even
// at a wave trough, so the halo never fully disappears between crests.
let base = 0.18 * outer;
let intensity = clamp(crest * env + base, 0.0, 1.0);
return vec4<f32>(in.color.rgb, in.color.a * intensity * cam.fade);
}