Constant SHADER
Source pub const SHADER: &str = r#"// Image shader with direct data->viewport mapping
struct DirectUniforms {
data_min: vec2<f32>,
data_max: vec2<f32>,
viewport_min: vec2<f32>,
viewport_max: vec2<f32>,
viewport_px: vec2<f32>,
log_flags: vec2<u32>,
_pad: vec2<u32>,
}
@group(0) @binding(0)
var<uniform> uDirect: DirectUniforms;
@group(1) @binding(0)
var imgSampler: sampler;
@group(1) @binding(1)
var imgTex: texture_2d<f32>;
struct VSIn {
@location(0) position: vec3<f32>,
@location(3) uv: vec2<f32>,
}
struct VSOut {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
fn transform_axis(value: f32, is_log: u32) -> f32 {
if (is_log != 0u) {
if (value <= 0.0) {
return 1e30;
}
return log(value) / log(10.0);
}
return value;
}
@vertex
fn vs_main(input: VSIn) -> VSOut {
var out: VSOut;
let data_min = vec2<f32>(
transform_axis(uDirect.data_min.x, uDirect.log_flags.x),
transform_axis(uDirect.data_min.y, uDirect.log_flags.y)
);
let data_max = vec2<f32>(
transform_axis(uDirect.data_max.x, uDirect.log_flags.x),
transform_axis(uDirect.data_max.y, uDirect.log_flags.y)
);
let position = vec2<f32>(
transform_axis(input.position.x, uDirect.log_flags.x),
transform_axis(input.position.y, uDirect.log_flags.y)
);
let data_range = data_max - data_min;
let viewport_range = uDirect.viewport_max - uDirect.viewport_min;
let normalized = (position - data_min) / data_range;
let ndc = uDirect.viewport_min + normalized * viewport_range;
out.clip_position = vec4<f32>(ndc, 0.0, 1.0);
out.uv = input.uv;
return out;
}
@fragment
fn fs_main(input: VSOut) -> @location(0) vec4<f32> {
let color = textureSample(imgTex, imgSampler, input.uv);
return color;
}
"#;