polyscope-render 0.5.10

Rendering backend for polyscope-rs: wgpu engine, shaders, and materials
Documentation
// Composite peel shader
// Samples the peeled layer and outputs it for alpha-under blending into the final buffer.

struct VertexOutput {
    @builtin(position) position: vec4<f32>,
    @location(0) uv: vec2<f32>,
}

@group(0) @binding(0) var t_image: texture_2d<f32>;
@group(0) @binding(1) var texture_sampler: sampler;

// Fullscreen triangle vertices
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
    var positions = array<vec2<f32>, 3>(
        vec2<f32>(-1.0, -1.0),
        vec2<f32>(3.0, -1.0),
        vec2<f32>(-1.0, 3.0)
    );

    var uvs = array<vec2<f32>, 3>(
        vec2<f32>(0.0, 1.0),
        vec2<f32>(2.0, 1.0),
        vec2<f32>(0.0, -1.0)
    );

    var output: VertexOutput;
    output.position = vec4<f32>(positions[vertex_index], 0.0, 1.0);
    output.uv = uvs[vertex_index];
    return output;
}

@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
    let val = textureSample(t_image, texture_sampler, in.uv);

    // Skip empty pixels (nothing was rendered in this peel layer)
    if (val.a <= 0.0) {
        discard;
    }

    return val;
}