@group(0) @binding(0)
var<uniform> camera: CameraProperties;
@group(0) @binding(1)
var<uniform> zoom: Zoom2d;
@group(0) @binding(2)
var<uniform> pinhole: PinholeModel;
@group(0) @binding(3)
var<uniform> view_uniform: CameraPose;
struct VertexOut {
@location(0) rgba: vec4<f32>,
@builtin(position) position: vec4<f32>,
};
@vertex
fn vs_main(
@location(0) p0: vec3<f32>,
@location(1) p1: vec3<f32>,
@location(2) color: vec4<f32>,
@location(3) line_width: f32,
@builtin(vertex_index) idx: u32)-> VertexOut
{
let projection0 = project_point(p0, view_uniform, pinhole, camera, zoom);
let projection1 = project_point(p1, view_uniform, pinhole, camera, zoom);
let depth0 = projection0.z;
let depth1 = projection1.z;
let uv0 = projection0.uv_undistorted;
let uv1 = projection1.uv_undistorted;
var d = normalize(uv0 - uv1);
var n = vec2<f32>(-d.y, d.x);
var line_half_width = 0.5 * line_width;
var uv = vec2<f32>(0.0, 0.0);
var z = 0.0;
var mod6 = idx % 6u;
if mod6 == 0u {
uv = uv0 + line_half_width * n;
z = depth0;
} else if mod6 == 1u {
uv = uv0 - line_half_width * n;
z = depth0;
} else if mod6 == 2u {
uv = uv1 + line_half_width * n;
z = depth1;
} else if mod6 == 3u {
uv = uv1 - line_half_width * n;
z = depth1;
}
else if mod6 == 4u {
uv = uv1 + line_half_width * n;
z = depth1;
} else if mod6 == 5u {
uv = uv0 - line_half_width * n;
z = depth0;
}
var out: VertexOut;
out.position = pixel_and_z_to_clip(uv, z, camera, zoom);
out.rgba = color;
return out;
}
@fragment
fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
return in.rgba;
}