// Box plot shader for WebGPU
// Renders statistical box plots with whiskers and outliers
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) color: vec2<f32>,
@location(2) statistical_value: f32, // 0=min, 1=q1, 2=median, 3=q3, 4=max, 5=outlier
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) stat_type: f32,
}
struct Uniforms {
view_matrix: mat4x4<f32>,
projection_matrix: mat4x4<f32>,
box_width: f32,
whisker_length: f32,
outlier_size: f32,
alpha: f32,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@vertex
fn vs_main(vertex: VertexInput) -> VertexOutput {
var out: VertexOutput;
// Transform position
let world_pos = vec4<f32>(vertex.position, 0.0, 1.0);
out.clip_position = uniforms.projection_matrix * uniforms.view_matrix * world_pos;
// Color based on statistical element type
var color = vertex.color;
if (vertex.statistical_value >= 5.0) {
// Outlier - different color
color = vec2<f32>(1.0, 0.0); // Red for outliers
}
out.color = vec4<f32>(color, uniforms.alpha, 1.0);
out.stat_type = vertex.statistical_value;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
// Different rendering for different statistical elements
if (in.stat_type >= 5.0) {
// Render outlier as circle
let center = vec2<f32>(0.5, 0.5);
let dist = distance(in.color.xy, center);
if (dist > 0.5) {
discard;
}
let alpha = 1.0 - smoothstep(0.3, 0.5, dist);
return vec4<f32>(in.color.rgb, in.color.a * alpha);
} else {
// Render box/whisker elements
return in.color;
}
}