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) opacity: f32,
@location(3) @interpolate(flat) shape: u32,
};
// Unit quad corners (two triangles) provided as vertex_index 0..6
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) opacity: f32,
@location(3) shape: u32,
@location(4) color: vec4<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.opacity = opacity;
out.shape = shape;
return out;
}
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
let p = in.local;
var inside = 0.0;
if (in.shape == 1u) { // square
inside = select(0.0, 1.0, max(abs(p.x), abs(p.y)) <= 1.0);
} else if (in.shape == 2u) { // diamond
inside = select(0.0, 1.0, abs(p.x) + abs(p.y) <= 1.0);
} else { // circle (soft edge)
inside = 1.0 - smoothstep(0.9, 1.0, length(p));
}
if (inside <= 0.0) { discard; }
return vec4<f32>(in.color.rgb, in.color.a * in.opacity * inside * cam.fade);
}