// Overlay shader for semi-transparent BC quads and domain wireframe.
//
// Group 0: Camera uniform (view-projection matrix).
// Group 1: Overlay uniform (model matrix + RGBA color with alpha for transparency).
struct CameraUniform {
view_proj: mat4x4<f32>,
};
@group(0) @binding(0) var<uniform> camera: CameraUniform;
struct OverlayUniform {
model: mat4x4<f32>,
color: vec4<f32>, // RGBA with alpha for transparency
};
@group(1) @binding(0) var<uniform> overlay: OverlayUniform;
struct VertexInput {
@location(0) position: vec3<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) frag_color: vec4<f32>,
};
@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.clip_position = camera.view_proj * overlay.model * vec4<f32>(in.position, 1.0);
out.frag_color = overlay.color;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.frag_color;
}