Constant F32
Source pub const F32: &str = r#"const WORKGROUP_SIZE: u32 = {{WORKGROUP_SIZE}}u;
struct VertexRaw {
data: array<f32, 12u>,
};
struct SurfaceParams {
min_z: f32,
max_z: f32,
alpha: f32,
flatten: u32,
x_len: u32,
y_len: u32,
lod_x_len: u32,
lod_y_len: u32,
x_stride: u32,
y_stride: u32,
color_table_len: u32,
_pad: u32,
};
@group(0) @binding(0)
var<storage, read> buf_x: array<f32>;
@group(0) @binding(1)
var<storage, read> buf_y: array<f32>;
@group(0) @binding(2)
var<storage, read> buf_z: array<f32>;
@group(0) @binding(3)
var<storage, read> color_table: array<vec4<f32>>;
@group(0) @binding(4)
var<storage, read_write> out_vertices: array<VertexRaw>;
@group(0) @binding(5)
var<uniform> params: SurfaceParams;
fn sample_color(t: f32) -> vec4<f32> {
let table_len = params.color_table_len;
if (table_len <= 1u) {
return color_table[0u];
}
let clamped = clamp(t, 0.0, 1.0);
let scaled = clamped * f32(table_len - 1u);
let lower = u32(scaled);
let upper = min(lower + 1u, table_len - 1u);
let frac = scaled - f32(lower);
return mix(color_table[lower], color_table[upper], frac);
}
@compute @workgroup_size(WORKGROUP_SIZE)
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
let lod_x_len = params.lod_x_len;
let lod_y_len = params.lod_y_len;
let total = lod_x_len * lod_y_len;
let idx = gid.x;
if (idx >= total) {
return;
}
let stride_x = max(params.x_stride, 1u);
let stride_y = max(params.y_stride, 1u);
let lod_row = idx % lod_x_len;
let lod_col = idx / lod_x_len;
var row = lod_row * stride_x;
var col = lod_col * stride_y;
row = min(row, params.x_len - 1u);
col = min(col, params.y_len - 1u);
let source_idx = col * params.x_len + row;
let px = buf_x[row];
let py = buf_y[col];
let raw_z = buf_z[source_idx];
let z_extent = max(params.max_z - params.min_z, 1e-6);
let norm_z = (raw_z - params.min_z) / z_extent;
let position_z = select(raw_z, 0.0, params.flatten == 1u);
let tex_x = f32(lod_row) / max(f32(lod_x_len - 1u), 1.0);
let tex_y = f32(lod_col) / max(f32(lod_y_len - 1u), 1.0);
let color = sample_color(norm_z) * vec4<f32>(1.0, 1.0, 1.0, params.alpha);
var vertex: VertexRaw;
vertex.data[0u] = px;
vertex.data[1u] = py;
vertex.data[2u] = position_z;
vertex.data[3u] = color.x;
vertex.data[4u] = color.y;
vertex.data[5u] = color.z;
vertex.data[6u] = color.w;
vertex.data[7u] = 0.0;
vertex.data[8u] = 0.0;
vertex.data[9u] = 1.0;
vertex.data[10u] = tex_x;
vertex.data[11u] = tex_y;
out_vertices[idx] = vertex;
}
"#;