// Contour plot shader for WebGPU
// Renders 2D contour lines for density visualization
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) color: vec2<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) uv: vec2<f32>,
}
struct Uniforms {
view_matrix: mat4x4<f32>,
projection_matrix: mat4x4<f32>,
contour_levels: f32,
stroke_width: 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;
// Pass through color and UV coordinates
out.color = vec4<f32>(vertex.color, uniforms.alpha, 1.0);
out.uv = vertex.position;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
// Create contour line effect
let line_width = uniforms.stroke_width;
// Simple contour pattern (would be more complex in real implementation)
let contour_pattern = sin(in.uv.x * uniforms.contour_levels * 10.0) * sin(in.uv.y * uniforms.contour_levels * 10.0);
let contour_factor = smoothstep(-line_width, line_width, contour_pattern);
if (contour_factor < 0.1) {
discard;
}
return vec4<f32>(in.color.rgb, in.color.a * contour_factor);
}