// ---------------------------------------------------------------------------
// Fill-pattern shader — textured fill-layer rendering with repeating pattern.
//
// Extends the solid fill shader with a pattern texture sampled at per-vertex
// UVs computed in world space. The pattern repeats seamlessly via the GPU
// sampler's Repeat address mode.
// ---------------------------------------------------------------------------
struct Uniforms {
view_proj: mat4x4<f32>,
fog_color: vec4<f32>,
eye_pos: vec4<f32>,
fog_params: vec4<f32>, // (start, end, density, 0)
};
struct FillParams {
fill_translate: vec2<f32>,
fill_opacity: f32,
fill_antialias: f32,
outline_color: vec4<f32>,
};
struct FillPatternVertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
@location(2) uv: vec2<f32>,
};
struct FillPatternVertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) world_pos: vec3<f32>,
@location(2) uv: vec2<f32>,
};
@group(0) @binding(0)
var<uniform> u: Uniforms;
@group(0) @binding(1)
var<uniform> fp: FillParams;
@group(1) @binding(0)
var pattern_texture: texture_2d<f32>;
@group(1) @binding(1)
var pattern_sampler: sampler;
@vertex
fn vs_main(in: FillPatternVertexInput) -> FillPatternVertexOutput {
var out: FillPatternVertexOutput;
var clip = u.view_proj * vec4<f32>(in.position, 1.0);
// Apply pixel-space translate (same as solid fill).
clip.x = clip.x + fp.fill_translate.x * clip.w * 0.001;
clip.y = clip.y + fp.fill_translate.y * clip.w * 0.001;
out.clip_position = clip;
out.color = in.color;
out.world_pos = in.position;
out.uv = in.uv;
return out;
}
@fragment
fn fs_main(in: FillPatternVertexOutput) -> @location(0) vec4<f32> {
// Sample the repeating pattern texture.
let pattern_color = textureSample(pattern_texture, pattern_sampler, in.uv);
// Ground-plane horizon fog (same as fill.wgsl).
let dx = in.world_pos.x - u.eye_pos.x;
let dy = in.world_pos.y - u.eye_pos.y;
let ground_dist = sqrt(dx * dx + dy * dy);
let fog_start = u.fog_params.x;
let fog_end = u.fog_params.y;
let density = u.fog_params.z;
let fog_t = clamp(
(ground_dist - fog_start) / max(fog_end - fog_start, 0.001),
0.0,
1.0,
) * density;
let fog_mix = fog_t * 0.7;
let blended_rgb = mix(pattern_color.rgb, u.fog_color.rgb, fog_mix);
// Apply fill-layer opacity and pattern alpha.
let alpha = pattern_color.a * fp.fill_opacity;
return vec4<f32>(blended_rgb, alpha);
}