@group(0) @binding(1)
var<uniform> zoom_2d: Zoom2d;
@group(0) @binding(2)
var<uniform> ortho_camera: PinholeModel;
struct VertexOut {
@location(0) color: vec4<f32>,
@builtin(position) position: vec4<f32>,
};
@vertex
fn vs_main(
@location(0) position: vec2<f32>,
@location(1) point_size: f32,
@location(2) color: vec4<f32>,
@builtin(vertex_index) idx: u32)-> VertexOut
{
var out: VertexOut;
var point_radius = 0.5 * point_size * ortho_camera.viewport_scale;
var u = position.x;
var v = position.y;
var mod4 = idx % 6u;
if mod4 == 0u {
u -= point_radius;
v -= point_radius;
} else if mod4 == 1u || mod4 == 3u {
u += point_radius;
v -= point_radius;
} else if mod4 == 2u || mod4 == 4u {
u -= point_radius;
v +=point_radius;
} else if mod4 == 5u {
u += point_radius;
v += point_radius;
}
out.position = ortho_pixel_and_z_to_clip(vec2<f32>(u, v), zoom_2d, ortho_camera);
out.color = color;
return out;
}
@fragment
fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
return in.color;
}