// Ribbon shader : flat swept quad strips.
//
// Identical to streamtube.wgsl except cull_mode is None on the pipeline side
// and the fragment shader flips the normal for back-facing triangles so both
// sides of the ribbon shade correctly under the shared lighting helper.
//
// Group 0: Camera uniform (view-projection, eye position) + Lights + ClipPlanes + ClipVolume.
// Group 1: StreamtubeUniform : colour (vec4) + radius (f32) + use_vertex_colour (u32).
// #include "scene_lighting.wgsl"
struct Camera {
view_proj: mat4x4<f32>,
eye_pos: vec3<f32>,
_pad: f32,
};
struct ClipPlanes {
planes: array<vec4<f32>, 6>,
count: u32,
_pad0: u32,
viewport_width: f32,
viewport_height: f32,
};
struct StreamtubeUniform {
model: mat4x4<f32>,
colour: vec4<f32>,
radius: f32,
use_vertex_colour: u32,
unlit: u32,
opacity: f32,
wireframe: u32,
has_texture: u32,
};
struct ClipVolumeEntry {
volume_type: u32,
_pad_a: u32,
_pad_b: u32,
_pad_c: u32,
center: vec3<f32>,
radius: f32,
half_extents: vec3<f32>,
_pad1: f32,
col0: vec3<f32>,
_pad2: f32,
col1: vec3<f32>,
_pad3: f32,
col2: vec3<f32>,
_pad4: f32,
}
struct ClipVolumeUB {
count: u32,
_pad_a: u32,
_pad_b: u32,
_pad_c: u32,
volumes: array<ClipVolumeEntry, 4>,
};
// `SingleLight` and `Lights` come from the included `scene_lighting.wgsl`.
@group(0) @binding(0) var<uniform> camera: Camera;
@group(0) @binding(3) var<uniform> lights: Lights;
@group(0) @binding(4) var<uniform> clip_planes: ClipPlanes;
@group(0) @binding(6) var<uniform> clip_volume: ClipVolumeUB;
@group(1) @binding(0) var<uniform> tube: StreamtubeUniform;
@group(1) @binding(1) var ribbon_texture: texture_2d<f32>;
@group(1) @binding(2) var ribbon_sampler: sampler;
// #include "clip_volume_test.wgsl"
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>,
};
struct VertexOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) world_pos: vec3<f32>,
@location(1) world_nrm: vec3<f32>,
@location(2) vert_col: vec4<f32>,
@location(3) uv: vec2<f32>,
};
@vertex
fn vs_main(in: VertexIn) -> VertexOut {
var out: VertexOut;
let world = (tube.model * vec4<f32>(in.position, 1.0)).xyz;
let nrm = (tube.model * vec4<f32>(in.normal, 0.0)).xyz;
out.clip_pos = camera.view_proj * vec4<f32>(world, 1.0);
out.world_pos = world;
out.world_nrm = normalize(nrm);
out.vert_col = in.colour;
out.uv = in.uv;
return out;
}
@fragment
fn fs_main(in: VertexOut, @builtin(front_facing) is_front: bool) -> @location(0) vec4<f32> {
// Section-plane clipping.
for (var i = 0u; i < clip_planes.count; i = i + 1u) {
let plane = clip_planes.planes[i];
if dot(vec4<f32>(in.world_pos, 1.0), plane) < 0.0 {
discard;
}
}
if !clip_volume_test(in.world_pos) { discard; }
if tube.wireframe != 0u {
return vec4<f32>(0.75, 0.75, 0.75, 1.0);
}
// Resolve base colour. When a streak texture is bound it is multiplied in
// on top of the per-vertex resolved colour so trail / beam textures can
// ride the existing colour and alpha ramps.
var base_colour = select(tube.colour, in.vert_col, tube.use_vertex_colour != 0u);
if tube.has_texture != 0u {
base_colour = base_colour * textureSample(ribbon_texture, ribbon_sampler, in.uv);
}
let alpha = base_colour.a * tube.opacity;
// Unlit early-out: skip lighting entirely and return the resolved colour.
if tube.unlit != 0u {
return vec4<f32>(base_colour.rgb, alpha);
}
// Flip normal for back faces so both sides shade correctly.
let n_raw = normalize(in.world_nrm);
let n = select(-n_raw, n_raw, is_front);
// Hemisphere ambient + directional lights via the shared helper. Ribbon is
// already flipped per-face above, so the helper sees a forward-facing normal
// and one-sided weighting is enough.
let shaded = apply_scene_lighting(n, base_colour.rgb, false, in.world_pos, lights);
return vec4<f32>(shaded, alpha);
}