Constant SHADER
Source pub const SHADER: &str = r#"// Direct coordinate transformation vertex shader for precise plot rendering
// Performs efficient data-to-viewport coordinate mapping without camera transforms
struct Uniforms {
// Data bounds in world space
data_min: vec2<f32>, // (x_min, y_min)
data_max: vec2<f32>, // (x_max, y_max)
// Viewport bounds in NDC space (where plot should appear)
viewport_min: vec2<f32>, // NDC coordinates of viewport bottom-left
viewport_max: vec2<f32>, // NDC coordinates of viewport top-right
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
@location(2) normal: vec3<f32>,
@location(3) tex_coords: vec2<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) world_position: vec3<f32>,
}
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
// Transform data coordinates to normalized device coordinates within viewport bounds
let data_range = uniforms.data_max - uniforms.data_min;
let viewport_range = uniforms.viewport_max - uniforms.viewport_min;
// Normalize data position to [0, 1] within data bounds
let normalized_pos = (input.position.xy - uniforms.data_min) / data_range;
// Map to viewport NDC range
let ndc_pos = uniforms.viewport_min + normalized_pos * viewport_range;
// Create final clip position
out.clip_position = vec4<f32>(ndc_pos.x, ndc_pos.y, 0.0, 1.0);
out.world_position = input.position;
out.color = input.color;
return out;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
// Simple line rendering
return input.color;
}
"#;