// Line renderer shader
// colour must be prefixed to work on metal
// https://github.com/gfx-rs/naga/issues/1490
struct VertexInput {
@location(0) v_colour: vec4<f32>,
@location(1) position: vec3<f32>,
@location(2) normal: vec3<f32>,
@location(3) uv: vec2<f32>,
};
struct InstanceInput {
@location(4) proj1: vec4<f32>,
@location(5) proj2: vec4<f32>,
@location(6) proj3: vec4<f32>,
@location(7) proj4: vec4<f32>,
@location(8) i_colour: vec4<f32>,
};
struct CameraUniform {
proj: mat4x4<f32>,
res: vec2<f32>,
};
@group(0) @binding(0)
var<uniform> uniform_buf: CameraUniform;
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) colour: vec4<f32>,
@location(1) tex_coords: vec2<f32>,
};
@vertex
fn vs_main(
@builtin(vertex_index) in_vertex_index: u32,
model: VertexInput,
instance: InstanceInput,
) -> VertexOutput {
var out: VertexOutput;
out.clip_position = vec4<f32>(model.position.x, model.position.y, 0.0, 1.0);
var start = uniform_buf.proj * instance.proj1;
var end = uniform_buf.proj * instance.proj2;
var dir = normalize(end - start);
var cross_dir = vec2<f32>(-dir.y, dir.x);
var res = vec2<f32>(1.0) / uniform_buf.res;
var thickness = instance.proj3.xx * res;
var pos_base = start + (end - start) * model.position.y;
out.clip_position = pos_base + vec4<f32>(cross_dir * thickness, 0.0, 0.0) * ((model.position.x - 0.5) * pos_base.w);
out.colour = model.v_colour * instance.i_colour;
out.tex_coords = model.uv;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.colour;
}