Constant SHADER
Source pub const SHADER: &str = r#"// Direct point shader: expands each input point into a screen-space quad
struct Uniforms {
data_min: vec2<f32>,
data_max: vec2<f32>,
viewport_min: vec2<f32>,
viewport_max: vec2<f32>,
viewport_px: vec2<f32>,
}
struct PointStyleUniforms {
face_color: vec4<f32>,
edge_color: vec4<f32>,
edge_thickness_px: f32,
marker_shape: u32,
_pad: vec2<f32>,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(1) @binding(0)
var<uniform> styleU: PointStyleUniforms;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
@location(2) normal: vec3<f32>,
@location(3) tex_coords: vec2<f32>,
}
struct VSOut {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) uv: vec2<f32>,
@location(2) center_ndc: vec2<f32>,
@location(3) half_ndc: vec2<f32>,
@location(4) size_px: f32,
}
@vertex
fn vs_main(input: VertexInput) -> VSOut {
var out: VSOut;
let data_range = uniforms.data_max - uniforms.data_min;
let viewport_range = uniforms.viewport_max - uniforms.viewport_min;
let normalized = (input.position.xy - uniforms.data_min) / data_range;
let center = uniforms.viewport_min + normalized * viewport_range;
let size_px = max(2.0, input.normal.z);
let half_w_ndc = (0.5 * size_px) / uniforms.viewport_px.x * viewport_range.x;
let half_h_ndc = (0.5 * size_px) / uniforms.viewport_px.y * viewport_range.y;
let corner = input.tex_coords;
let offset_ndc = vec2<f32>(corner.x * half_w_ndc, corner.y * half_h_ndc);
let ndc = center + offset_ndc;
out.clip_position = vec4<f32>(ndc, 0.0, 1.0);
out.color = input.color;
out.uv = (corner + vec2<f32>(1.0, 1.0)) * 0.5;
out.center_ndc = center;
out.half_ndc = vec2<f32>(half_w_ndc, half_h_ndc);
out.size_px = size_px;
return out;
}
fn inside_triangle(pt: vec2<f32>) -> bool {
let a = vec2<f32>(-1.0, -1.0);
let b = vec2<f32>(1.0, -1.0);
let c = vec2<f32>(0.0, 1.0);
let v0 = c - a;
let v1 = b - a;
let v2 = pt - a;
let d00 = dot(v0, v0);
let d01 = dot(v0, v1);
let d11 = dot(v1, v1);
let d20 = dot(v2, v0);
let d21 = dot(v2, v1);
let denom = d00 * d11 - d01 * d01;
if (denom == 0.0) { return false; }
let v = (d11 * d20 - d01 * d21) / denom;
let w = (d00 * d21 - d01 * d20) / denom;
let u = 1.0 - v - w;
return (u >= 0.0) && (v >= 0.0) && (w >= 0.0);
}
fn inside_hexagon(pt: vec2<f32>) -> bool {
let a = vec2<f32>(1.0, 0.0);
let b = vec2<f32>(0.5, 0.8660254);
let c = vec2<f32>(-0.5, 0.8660254);
let da = abs(dot(pt, a));
let db = abs(dot(pt, b));
let dc = abs(dot(pt, c));
return max(da, max(db, dc)) <= 1.0;
}
@fragment
fn fs_main(input: VSOut) -> @location(0) vec4<f32> {
let p = input.uv * 2.0 - vec2<f32>(1.0, 1.0);
let r = length(p);
var inside: bool;
switch (styleU.marker_shape) {
case 0u: { inside = r <= 1.0; }
case 1u: { inside = true; }
case 2u: { inside = inside_triangle(p); }
case 3u: { inside = (abs(p.x) + abs(p.y)) <= 1.0; }
case 4u: {
let w = 0.35;
inside = (abs(p.x) <= w) || (abs(p.y) <= w);
}
case 5u: {
let w = 0.30;
inside = min(abs(p.x - p.y), abs(p.x + p.y)) <= w;
}
case 6u: {
let w1 = 0.30;
let w2 = 0.25;
let plus = (abs(p.x) <= w1) || (abs(p.y) <= w1);
let cross = min(abs(p.x - p.y), abs(p.x + p.y)) <= w2;
inside = plus || cross;
}
case 7u: {
inside = inside_hexagon(p);
}
default: {
inside = true;
}
}
if (!inside) {
discard;
}
let edge_norm = clamp(2.0 * styleU.edge_thickness_px / max(input.size_px, 1.0), 0.0, 1.0);
let face_rgb = mix(input.color.rgb, styleU.face_color.rgb, styleU.face_color.a);
let edge_mix = clamp(styleU.edge_color.a, 0.0, 1.0);
let edge_rgb = mix(input.color.rgb, styleU.edge_color.rgb, edge_mix);
if (styleU.marker_shape == 0u) {
if (edge_norm > 0.0 && r > (1.0 - edge_norm)) {
return vec4<f32>(edge_rgb, input.color.a);
}
}
return vec4<f32>(face_rgb, input.color.a);
}
"#;