struct LineData {
start: vec4<f32>,
end: vec4<f32>,
color: vec4<f32>,
entity_id: u32,
visible: u32,
_padding: vec2<u32>,
}
struct VertexInput {
@builtin(instance_index) instance_index: u32,
@location(0) position: vec3<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
}
struct Uniforms {
view_proj: mat4x4<f32>,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(1) @binding(0)
var<storage, read> lines: array<LineData>;
@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
let line = lines[in.instance_index];
let pos = mix(line.start.xyz, line.end.xyz, in.position.x);
out.clip_position = uniforms.view_proj * vec4<f32>(pos, 1.0);
out.color = line.color;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color;
}