//! Sankey Diagram Shader
//!
//! WebGPU shader for rendering Sankey diagrams with flow visualization
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) color: vec4<f32>,
@location(2) node_id: f32,
@location(3) flow_value: f32,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) node_id: f32,
@location(2) flow_value: f32,
}
struct SankeyUniforms {
node_width: f32,
node_padding: f32,
link_opacity: f32,
viewport_size: vec2<f32>,
num_nodes: f32,
num_links: f32,
}
@group(0) @binding(0)
var<uniform> uniforms: SankeyUniforms;
@vertex
fn vs_main(model: VertexInput) -> VertexOutput {
var out: VertexOutput;
// Scale position to viewport
let x = (model.position.x / uniforms.viewport_size.x) * 2.0 - 1.0;
let y = (model.position.y / uniforms.viewport_size.y) * 2.0 - 1.0;
out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
out.color = model.color;
out.node_id = model.node_id;
out.flow_value = model.flow_value;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
// Apply link opacity for flow visualization
var color = in.color;
// Different opacity for nodes vs links
if (in.node_id >= 0.0) {
// Node rendering - full opacity
color.a = 1.0;
} else {
// Link rendering - reduced opacity
color.a *= uniforms.link_opacity;
}
return color;
}
// Link curve rendering shader
@vertex
fn vs_link_curve(vertex: vec2<f32>) -> @builtin(position) vec4<f32> {
let x = (vertex.x / uniforms.viewport_size.x) * 2.0 - 1.0;
let y = (vertex.y / uniforms.viewport_size.y) * 2.0 - 1.0;
return vec4<f32>(x, y, 0.0, 1.0);
}
@fragment
fn fs_link_curve() -> @location(0) vec4<f32> {
return vec4<f32>(0.5, 0.5, 0.5, uniforms.link_opacity);
}