runmat_plot/gpu/shaders/vertex/
image_direct.rs1pub const SHADER: &str = r#"// Image shader with direct data->viewport mapping
2
3struct DirectUniforms {
4 data_min: vec2<f32>,
5 data_max: vec2<f32>,
6 viewport_min: vec2<f32>,
7 viewport_max: vec2<f32>,
8 viewport_px: vec2<f32>,
9}
10
11@group(0) @binding(0)
12var<uniform> uDirect: DirectUniforms;
13
14@group(1) @binding(0)
15var imgSampler: sampler;
16
17@group(1) @binding(1)
18var imgTex: texture_2d<f32>;
19
20struct VSIn {
21 @location(0) position: vec3<f32>,
22 @location(3) uv: vec2<f32>,
23}
24
25struct VSOut {
26 @builtin(position) clip_position: vec4<f32>,
27 @location(0) uv: vec2<f32>,
28}
29
30@vertex
31fn vs_main(input: VSIn) -> VSOut {
32 var out: VSOut;
33 let data_range = uDirect.data_max - uDirect.data_min;
34 let viewport_range = uDirect.viewport_max - uDirect.viewport_min;
35 let normalized = (input.position.xy - uDirect.data_min) / data_range;
36 let ndc = uDirect.viewport_min + normalized * viewport_range;
37 out.clip_position = vec4<f32>(ndc, 0.0, 1.0);
38 out.uv = input.uv;
39 return out;
40}
41
42@fragment
43fn fs_main(input: VSOut) -> @location(0) vec4<f32> {
44 let color = textureSample(imgTex, imgSampler, input.uv);
45 return color;
46}
47"#;