// Streamtube shader — connected tube mesh renderer.
//
// The CPU generates a full connected tube mesh (parallel-transport frame, SIDES=12)
// with world-space positions and outward-facing normals baked in. This shader
// simply transforms the mesh into clip space and applies Blinn-Phong shading.
//
// Group 0: Camera uniform (view-projection, eye position) + ClipPlanes + ClipVolume.
// Group 1: StreamtubeUniform — color (vec4) + radius (f32, unused here — mesh already scaled).
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 {
color: vec4<f32>,
radius: f32,
_pad: vec3<f32>,
};
struct ClipVolumeUB {
volume_type: u32,
_pad0: u32, _pad1: u32, _pad2: u32,
plane_normal: vec3<f32>,
plane_dist: f32,
box_center: vec3<f32>,
_padB0: f32,
box_half_extents: vec3<f32>,
_padB1: f32,
box_col0: vec3<f32>,
_padB2: f32,
box_col1: vec3<f32>,
_padB3: f32,
box_col2: vec3<f32>,
_padB4: f32,
sphere_center: vec3<f32>,
sphere_radius: f32,
};
@group(0) @binding(0) var<uniform> camera: Camera;
@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;
fn clip_volume_test(p: vec3<f32>) -> bool {
if clip_volume.volume_type == 0u { return true; }
if clip_volume.volume_type == 1u {
return dot(p, clip_volume.plane_normal) + clip_volume.plane_dist >= 0.0;
}
if clip_volume.volume_type == 2u {
let d = p - clip_volume.box_center;
let local = vec3<f32>(
dot(d, clip_volume.box_col0),
dot(d, clip_volume.box_col1),
dot(d, clip_volume.box_col2),
);
return abs(local.x) <= clip_volume.box_half_extents.x
&& abs(local.y) <= clip_volume.box_half_extents.y
&& abs(local.z) <= clip_volume.box_half_extents.z;
}
let ds = p - clip_volume.sphere_center;
return dot(ds, ds) <= clip_volume.sphere_radius * clip_volume.sphere_radius;
}
struct VertexIn {
// Vertex layout (64-byte stride): position, normal, color, uv, tangent.
// Only position and normal are used; the rest are stride padding.
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) color: vec4<f32>, // stride pad
@location(3) uv: vec2<f32>, // stride pad
@location(4) tangent: vec4<f32>, // stride pad
};
struct VertexOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) world_pos: vec3<f32>,
@location(1) world_nrm: vec3<f32>,
};
@vertex
fn vs_main(in: VertexIn) -> VertexOut {
var out: VertexOut;
// World-space positions and normals are baked into the mesh by the CPU generator.
out.clip_pos = camera.view_proj * vec4<f32>(in.position, 1.0);
out.world_pos = in.position;
out.world_nrm = normalize(in.normal);
return out;
}
@fragment
fn fs_main(in: VertexOut) -> @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; }
// Blinn-Phong shading — single directional key light.
let light_dir = normalize(vec3<f32>(0.3, 1.0, 0.5));
let n = normalize(in.world_nrm);
let n_dot_l = max(dot(n, light_dir), 0.0);
let shading = 0.2 + 0.8 * n_dot_l;
return vec4<f32>(tube.color.rgb * shading, tube.color.a);
}