struct Uniforms {
view_proj: mat4x4<f32>,
fog_color: vec4<f32>,
eye_pos: vec4<f32>,
fog_params: vec4<f32>, // (start, end, density, 0)
};
struct VectorVertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
};
struct VectorVertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) world_pos: vec3<f32>,
};
@group(0) @binding(0)
var<uniform> u: Uniforms;
@vertex
fn vs_main(in: VectorVertexInput) -> VectorVertexOutput {
var out: VectorVertexOutput;
out.clip_position = u.view_proj * vec4<f32>(in.position, 1.0);
out.color = in.color;
out.world_pos = in.position;
return out;
}
@fragment
fn fs_main(in: VectorVertexOutput) -> @location(0) vec4<f32> {
// Horizon fade: ground-plane distance only.
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(in.color.rgb, u.fog_color.rgb, fog_mix);
return vec4<f32>(blended_rgb, in.color.a);
}