// Histogram shader for WebGPU
// Renders bar charts for distribution 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>,
bin_width: f32,
density_mode: f32, // 0=count, 1=density
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 histogram bar effect
let bar_center = 0.5;
let bar_width = uniforms.bin_width;
let distance_from_center = abs(in.uv.x - bar_center);
if (distance_from_center > bar_width / 2.0) {
discard;
}
// Add subtle gradient for depth
let gradient = 1.0 - (distance_from_center / (bar_width / 2.0)) * 0.2;
// Add border effect
let border_distance = min(min(in.uv.x, 1.0 - in.uv.x), min(in.uv.y, 1.0 - in.uv.y));
let border_factor = smoothstep(0.0, 0.02, border_distance);
return vec4<f32>(in.color.rgb * gradient * border_factor, in.color.a);
}