@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) rgbd: vec4<f32>,
@builtin(position) position: vec4<f32>,
};
@vertex
fn vs_main(
@location(0) position: vec3<f32>,
@location(1) point_size: f32,
@location(2) color: vec4<f32>,
@builtin(vertex_index) idx: u32)-> VertexOut
{
let projection = project_point(position, view_uniform, pinhole, camera, zoom);
var u = projection.uv_undistorted.x;
var v = projection.uv_undistorted.y;
var point_radius = 0.5 * point_size;
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;
}
var out: VertexOut;
out.position = pixel_and_z_to_clip(vec2<f32>(u, v), projection.z, camera, zoom);
out.rgbd = color;
return out;
}
@fragment
fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
return in.rgbd;
}