// Heatmap colour-mapping shader.
//
// Pass 2: Reads the accumulated weight texture from Pass 1 and maps it
// through a colour ramp.
struct Uniforms {
view_proj: mat4x4<f32>,
fog_color: vec4<f32>,
eye_pos: vec4<f32>,
fog_params: vec4<f32>,
};
struct FullscreenVertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
@group(0) @binding(0) var<uniform> u: Uniforms;
@group(1) @binding(0) var heat_texture: texture_2d<f32>;
@group(1) @binding(1) var ramp_texture: texture_2d<f32>;
@group(1) @binding(2) var ramp_sampler: sampler;
// Fullscreen triangle: vertex_index 0,1,2 produces a triangle covering
// the entire clip space.
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> FullscreenVertexOutput {
var out: FullscreenVertexOutput;
let x = f32(i32(vertex_index) / 2) * 4.0 - 1.0;
let y = f32(i32(vertex_index) % 2) * 4.0 - 1.0;
out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
out.uv = vec2<f32>((x + 1.0) * 0.5, (1.0 - y) * 0.5);
return out;
}
@fragment
fn fs_main(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
let dims = textureDimensions(heat_texture);
let texel = vec2<i32>(
i32(in.uv.x * f32(dims.x)),
i32(in.uv.y * f32(dims.y)),
);
let weight = textureLoad(heat_texture, texel, 0).r;
// Clamp to [0, 1] and sample the colour ramp.
let t = clamp(weight, 0.0, 1.0);
if t < 0.001 {
discard;
}
let ramp_color = textureSample(ramp_texture, ramp_sampler, vec2<f32>(t, 0.5));
return vec4<f32>(ramp_color.rgb, ramp_color.a * t);
}