// Triangle vertex shader for surfaces and filled plots
struct Uniforms {
view_proj: mat4x4<f32>,
model: mat4x4<f32>,
normal_matrix: mat3x4<f32>,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
@location(2) normal: vec3<f32>,
@location(3) tex_coords: vec2<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) world_position: vec3<f32>,
@location(2) normal: vec3<f32>,
@location(3) tex_coords: vec2<f32>,
}
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
// TEMP: Bypass projection matrix - use direct NDC coordinates
out.clip_position = vec4<f32>(input.position, 1.0);
out.world_position = input.position;
out.color = input.color;
out.normal = normalize(input.normal); // Skip normal transformation for 2D plotting
out.tex_coords = input.tex_coords;
return out;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
// Flat colors for 2D plotting (no lighting)
return input.color;
}