runmat_plot/gpu/shaders/
scatter3.rs1pub const F32: &str = r#"const WORKGROUP_SIZE: u32 = {{WORKGROUP_SIZE}}u;
2
3struct VertexRaw {
4 data: array<f32, 12u>,
5};
6
7struct Scatter3Params {
8 color: vec4<f32>,
9 point_size: f32,
10 count: u32,
11 lod_stride: u32,
12 has_sizes: u32,
13 has_colors: u32,
14 color_stride: u32,
15};
16
17struct IndirectArgs {
18 vertex_count: atomic<u32>,
19 instance_count: u32,
20 first_vertex: u32,
21 first_instance: u32,
22};
23
24@group(0) @binding(0)
25var<storage, read> buf_x: array<f32>;
26
27@group(0) @binding(1)
28var<storage, read> buf_y: array<f32>;
29
30@group(0) @binding(2)
31var<storage, read> buf_z: array<f32>;
32
33@group(0) @binding(3)
34var<storage, read_write> out_vertices: array<VertexRaw>;
35
36@group(0) @binding(4)
37var<uniform> params: Scatter3Params;
38
39@group(0) @binding(5)
40var<storage, read> buf_sizes: array<f32>;
41
42@group(0) @binding(6)
43var<storage, read> buf_colors: array<f32>;
44
45@group(0) @binding(7)
46var<storage, read_write> indirect: IndirectArgs;
47
48@compute @workgroup_size(WORKGROUP_SIZE)
49fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
50 let idx = gid.x;
51 if (idx >= params.count) {
52 return;
53 }
54 let stride = max(params.lod_stride, 1u);
55 if ((idx % stride) != 0u) {
56 return;
57 }
58
59 let px = buf_x[idx];
60 let py = buf_y[idx];
61 let pz = buf_z[idx];
62
63 var v_color = params.color;
64 if (params.has_colors != 0u) {
65 let base = idx * params.color_stride;
66 let r = buf_colors[base];
67 let g = buf_colors[base + 1u];
68 let b = buf_colors[base + 2u];
69 let a = if params.color_stride > 3u {
70 buf_colors[base + 3u]
71 } else {
72 1.0
73 };
74 v_color = vec4<f32>(r, g, b, a);
75 }
76
77 let mut point_size = params.point_size;
78 if (params.has_sizes != 0u) {
79 point_size = buf_sizes[idx];
80 }
81
82 let corners = array<vec2<f32>, 6u>(
83 vec2<f32>(-1.0, -1.0),
84 vec2<f32>( 1.0, -1.0),
85 vec2<f32>( 1.0, 1.0),
86 vec2<f32>(-1.0, -1.0),
87 vec2<f32>( 1.0, 1.0),
88 vec2<f32>(-1.0, 1.0)
89 );
90 let out_base = atomicAdd(&(indirect.vertex_count), 6u);
91 for (var i: u32 = 0u; i < 6u; i = i + 1u) {
92 var vertex: VertexRaw;
93 vertex.data[0u] = px;
94 vertex.data[1u] = py;
95 vertex.data[2u] = pz;
96 vertex.data[3u] = v_color.x;
97 vertex.data[4u] = v_color.y;
98 vertex.data[5u] = v_color.z;
99 vertex.data[6u] = v_color.w;
100 vertex.data[7u] = 0.0;
101 vertex.data[8u] = 0.0;
102 vertex.data[9u] = point_size;
103 vertex.data[10u] = corners[i].x;
104 vertex.data[11u] = corners[i].y;
105 out_vertices[out_base + i] = vertex;
106 }
107}
108"#;
109
110pub const F64: &str = r#"const WORKGROUP_SIZE: u32 = {{WORKGROUP_SIZE}}u;
111
112struct VertexRaw {
113 data: array<f32, 12u>,
114};
115
116struct Scatter3Params {
117 color: vec4<f32>,
118 point_size: f32,
119 count: u32,
120 lod_stride: u32,
121 has_sizes: u32,
122 has_colors: u32,
123 color_stride: u32,
124};
125
126struct IndirectArgs {
127 vertex_count: atomic<u32>,
128 instance_count: u32,
129 first_vertex: u32,
130 first_instance: u32,
131};
132
133@group(0) @binding(0)
134var<storage, read> buf_x: array<f64>;
135
136@group(0) @binding(1)
137var<storage, read> buf_y: array<f64>;
138
139@group(0) @binding(2)
140var<storage, read> buf_z: array<f64>;
141
142@group(0) @binding(3)
143var<storage, read_write> out_vertices: array<VertexRaw>;
144
145@group(0) @binding(4)
146var<uniform> params: Scatter3Params;
147
148@group(0) @binding(5)
149var<storage, read> buf_sizes: array<f32>;
150
151@group(0) @binding(6)
152var<storage, read> buf_colors: array<f32>;
153
154@group(0) @binding(7)
155var<storage, read_write> indirect: IndirectArgs;
156
157@compute @workgroup_size(WORKGROUP_SIZE)
158fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
159 let idx = gid.x;
160 if (idx >= params.count) {
161 return;
162 }
163 let stride = max(params.lod_stride, 1u);
164 if ((idx % stride) != 0u) {
165 return;
166 }
167
168 let px = f32(buf_x[idx]);
169 let py = f32(buf_y[idx]);
170 let pz = f32(buf_z[idx]);
171
172 var v_color = params.color;
173 if (params.has_colors != 0u) {
174 let base = idx * params.color_stride;
175 let r = buf_colors[base];
176 let g = buf_colors[base + 1u];
177 let b = buf_colors[base + 2u];
178 let a = if params.color_stride > 3u {
179 buf_colors[base + 3u]
180 } else {
181 1.0
182 };
183 v_color = vec4<f32>(r, g, b, a);
184 }
185
186 let mut point_size = params.point_size;
187 if (params.has_sizes != 0u) {
188 point_size = buf_sizes[idx];
189 }
190
191 let corners = array<vec2<f32>, 6u>(
192 vec2<f32>(-1.0, -1.0),
193 vec2<f32>( 1.0, -1.0),
194 vec2<f32>( 1.0, 1.0),
195 vec2<f32>(-1.0, -1.0),
196 vec2<f32>( 1.0, 1.0),
197 vec2<f32>(-1.0, 1.0)
198 );
199 let out_base = atomicAdd(&(indirect.vertex_count), 6u);
200 for (var i: u32 = 0u; i < 6u; i = i + 1u) {
201 var vertex: VertexRaw;
202 vertex.data[0u] = px;
203 vertex.data[1u] = py;
204 vertex.data[2u] = pz;
205 vertex.data[3u] = v_color.x;
206 vertex.data[4u] = v_color.y;
207 vertex.data[5u] = v_color.z;
208 vertex.data[6u] = v_color.w;
209 vertex.data[7u] = 0.0;
210 vertex.data[8u] = 0.0;
211 vertex.data[9u] = point_size;
212 vertex.data[10u] = corners[i].x;
213 vertex.data[11u] = corners[i].y;
214 out_vertices[out_base + i] = vertex;
215 }
216}
217"#;