struct CameraUniform {
transform_matrix: mat4x4<f32>,
color: vec4<f32>,
line_width: f32,
_padding: vec3<f32>,
};
@group(0) @binding(0)
var<uniform> camera: CameraUniform;
struct InstanceInput {
@location(0) x_pos: f32,
@location(1) y_min: f32,
@location(2) y_max: f32,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
};
@vertex
fn vs_main(
@builtin(vertex_index) vertex_index: u32,
instance: InstanceInput,
) -> VertexOutput {
var out: VertexOutput;
// Asignar el valor y según si es el punto mínimo (vértice 0) o máximo (vértice 1)
var y_val: f32 = instance.y_min;
if (vertex_index % 2u == 1u) {
y_val = instance.y_max;
}
let raw_position = vec4<f32>(instance.x_pos, y_val, 0.0, 1.0);
out.clip_position = camera.transform_matrix * raw_position;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return camera.color;
}