// Streamtube (cylinder-instanced) shader for the 3D viewport.
//
// Renders polyline paths as 3D tubes with configurable radius.
//
// Group 0: Camera uniform (view-projection, eye position) — same as glyph.wgsl.
// + ClipPlanes uniform (binding 4).
// Group 1: StreamtubeUniform — color (vec4) + radius (f32).
// Group 2: Per-instance storage buffer
// (StreamtubeInstance: position vec3, half_len f32, direction vec3, _pad f32).
//
// Vertex input: 8-sided cylinder mesh (local Y from -1 to +1, XZ radius = 1.0).
//
// Each instance corresponds to one consecutive segment of a polyline strip.
// The cylinder local +Y axis is aligned to the segment direction vector.
// Scale applied: (radius, half_len, radius) in (X, Y, Z).
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,
};
// 32-byte aligned uniform (color 16 + radius 4 + pad 12).
struct StreamtubeUniform {
color: vec4<f32>, // 16 bytes
radius: f32, // 4 bytes
_pad: vec3<f32>, // 12 bytes
};
// 32 bytes per instance.
struct StreamtubeInstance {
position: vec3<f32>, // segment midpoint — 12 bytes
half_len: f32, // half segment length — 4 bytes
direction: vec3<f32>, // normalized direction — 12 bytes
_pad: f32, // 4 bytes
};
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;
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;
}
@group(1) @binding(0) var<uniform> tube: StreamtubeUniform;
@group(2) @binding(0) var<storage, read> instances: array<StreamtubeInstance>;
struct VertexIn {
// Full Vertex layout (64-byte stride); only position + normal used here.
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) color: vec4<f32>, // unused — stride padding
@location(3) uv: vec2<f32>, // unused — stride padding
@location(4) tangent: vec4<f32>, // unused — stride padding
@builtin(instance_index) instance_index: u32,
};
struct VertexOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) world_pos: vec3<f32>,
@location(2) world_nrm: vec3<f32>,
};
// Build a rotation matrix that rotates local +Y to align with `dir`.
// Identical to glyph.wgsl for consistency.
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) -> VertexOut {
var out: VertexOut;
let inst = instances[in.instance_index];
// Build orientation matrix (local +Y -> segment direction).
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 length(inst.direction) > 0.0001 {
rot = rotation_to_align_y(normalize(inst.direction));
}
// Non-uniform scale: tube cross-section (radius) × tube length (half_len).
let scaled_pos = vec3<f32>(
in.position.x * tube.radius,
in.position.y * inst.half_len,
in.position.z * tube.radius,
);
let world_pos = rot * scaled_pos + inst.position;
// Normal transformed by rotation only (ignores non-uniform scale shear,
// acceptable for tubes where radius << segment length in most use cases).
let world_nrm = normalize(rot * in.normal);
out.clip_pos = camera.view_proj * vec4<f32>(world_pos, 1.0);
out.world_pos = world_pos;
out.world_nrm = world_nrm;
out.color = tube.color;
return out;
}
@fragment
fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
// Clip-plane culling.
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 lighting — single directional light (same as glyph.wgsl).
let light_dir = normalize(vec3<f32>(0.3, 1.0, 0.5));
let n_dot_l = max(dot(in.world_nrm, light_dir), 0.0);
let ambient = 0.2;
let diffuse = 0.8 * n_dot_l;
let shading = ambient + diffuse;
return vec4<f32>(in.color.rgb * shading, in.color.a);
}