// Density plot shader for WebGPU
// Renders smooth density curves with kernel estimation
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>,
bandwidth: f32,
fill_enabled: f32, // 0=line only, 1=filled
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> {
if (uniforms.fill_enabled > 0.5) {
// Filled density plot
return in.color;
} else {
// Line-only density plot
let line_width = 0.02;
let distance_from_line = abs(in.uv.y - 0.5);
if (distance_from_line > line_width) {
discard;
}
let alpha = 1.0 - smoothstep(0.0, line_width, distance_from_line);
return vec4<f32>(in.color.rgb, in.color.a * alpha);
}
}