// glyph_outline_mask.wgsl : renders selected glyph instances as solid
// geometry into the R8 outline mask texture. Uses the same bind group
// layout and vertex transform as glyph.wgsl but outputs a flat mask
// value instead of lit/coloured fragments.
//
// Group 0: Camera (view_proj).
// Group 1: GlyphUniform + LUT texture + sampler (LUT unused, but layout must match).
// Group 2: Per-instance storage buffer (GlyphInstance).
struct Camera {
view_proj: mat4x4<f32>,
eye_pos: vec3<f32>,
_pad: f32,
};
struct GlyphUniform {
global_scale: f32,
scale_by_magnitude: u32,
has_scalars: u32,
scalar_min: f32,
scalar_max: f32,
mag_clamp_min: f32,
mag_clamp_max: f32,
has_mag_clamp: u32,
default_colour: vec4<f32>,
use_default_colour: u32,
_pad0: u32, _pad1: u32, _pad2: u32,
};
struct GlyphInstance {
position: vec3<f32>,
_pad0: f32,
direction: vec3<f32>,
scalar: f32,
};
@group(0) @binding(0) var<uniform> camera: Camera;
@group(1) @binding(0) var<uniform> glyph_uniform: GlyphUniform;
@group(1) @binding(1) var lut_texture: texture_2d<f32>;
@group(1) @binding(2) var lut_sampler: sampler;
@group(2) @binding(0) var<storage, read> instances: array<GlyphInstance>;
struct VertexIn {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) colour: vec4<f32>,
@location(3) uv: vec2<f32>,
@location(4) tangent: vec4<f32>,
@builtin(instance_index) instance_index: u32,
};
fn rotation_to_align_y(dir: vec3<f32>) -> mat3x3<f32> {
let up = normalize(dir);
var ref_v: vec3<f32>;
if abs(up.y) < 0.99 {
ref_v = vec3<f32>(0.0, 1.0, 0.0);
} else {
ref_v = vec3<f32>(1.0, 0.0, 0.0);
}
let right = normalize(cross(ref_v, up));
let fwd = cross(up, right);
return mat3x3<f32>(right, up, fwd);
}
@vertex
fn vs_main(in: VertexIn) -> @builtin(position) vec4<f32> {
let inst = instances[in.instance_index];
let dir = inst.direction;
let mag = length(dir);
var eff_mag = mag;
if glyph_uniform.has_mag_clamp != 0u {
eff_mag = clamp(eff_mag, glyph_uniform.mag_clamp_min, glyph_uniform.mag_clamp_max);
}
var scale = glyph_uniform.global_scale;
if glyph_uniform.scale_by_magnitude != 0u && mag > 0.0 {
let range = glyph_uniform.mag_clamp_max - glyph_uniform.mag_clamp_min;
if range > 0.0 {
let t = (eff_mag - glyph_uniform.mag_clamp_min) / range;
scale = scale * clamp(t, 0.05, 1.0);
}
}
var rot = mat3x3<f32>(
vec3<f32>(1.0, 0.0, 0.0),
vec3<f32>(0.0, 1.0, 0.0),
vec3<f32>(0.0, 0.0, 1.0),
);
if mag > 0.0001 {
rot = rotation_to_align_y(dir / mag);
}
let local_pos = rot * (in.position * scale);
let world_pos = local_pos + inst.position;
return camera.view_proj * vec4<f32>(world_pos, 1.0);
}
@fragment
fn fs_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}