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runmat_plot/gpu/shaders/vertex/
triangle.rs

1pub const SHADER: &str = r#"// Triangle vertex shader for surfaces and filled plots
2
3struct Uniforms {
4    view_proj: mat4x4<f32>,
5    model: mat4x4<f32>,
6    normal_matrix: mat3x4<f32>,
7}
8
9@group(0) @binding(0)
10var<uniform> uniforms: Uniforms;
11
12struct VertexInput {
13    @location(0) position: vec3<f32>,
14    @location(1) color: vec4<f32>,
15    @location(2) normal: vec3<f32>,
16    @location(3) tex_coords: vec2<f32>,
17}
18
19struct VertexOutput {
20    @builtin(position) clip_position: vec4<f32>,
21    @location(0) color: vec4<f32>,
22    @location(1) world_position: vec3<f32>,
23    @location(2) normal: vec3<f32>,
24    @location(3) tex_coords: vec2<f32>,
25}
26
27@vertex
28fn vs_main(input: VertexInput) -> VertexOutput {
29    var out: VertexOutput;
30
31    let world_position = uniforms.model * vec4<f32>(input.position, 1.0);
32    out.clip_position = uniforms.view_proj * world_position;
33    out.world_position = world_position.xyz;
34    out.color = input.color;
35    // normal_matrix is mat3x4 for alignment (see Rust side). In WGSL, mat3x4 * vec3 -> vec4.
36    out.normal = normalize((uniforms.normal_matrix * input.normal).xyz);
37    out.tex_coords = input.tex_coords;
38
39    return out;
40}
41
42@fragment
43fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
44    // Flat colors for 2D plotting (no lighting)
45    return input.color;
46}
47"#;