runmat_plot/gpu/shaders/vertex/
point_billboard.rs1pub const SHADER: &str = r#"// Camera-space marker shader: renders each marker as a billboard quad.
2
3struct Uniforms {
4 view_proj: mat4x4<f32>,
5 model: mat4x4<f32>,
6 normal_matrix: mat3x4<f32>,
7}
8
9struct PointStyleUniforms {
10 face_color: vec4<f32>,
11 edge_color: vec4<f32>,
12 edge_thickness_px: f32,
13 marker_shape: u32,
14 _pad: vec2<f32>,
15}
16
17struct MarkerScreenUniforms {
18 viewport_px: vec2<f32>,
19 _pad: vec2<f32>,
20}
21
22@group(0) @binding(0)
23var<uniform> uniforms: Uniforms;
24@group(1) @binding(0)
25var<uniform> styleU: PointStyleUniforms;
26@group(2) @binding(0)
27var<uniform> screenU: MarkerScreenUniforms;
28
29struct VertexInput {
30 @location(0) position: vec3<f32>,
31 @location(1) color: vec4<f32>,
32 @location(2) normal: vec3<f32>,
33 @location(3) tex_coords: vec2<f32>,
34}
35
36struct VSOut {
37 @builtin(position) clip_position: vec4<f32>,
38 @location(0) color: vec4<f32>,
39 @location(1) uv: vec2<f32>,
40 @location(2) size_px: f32,
41}
42
43@vertex
44fn vs_main(input: VertexInput) -> VSOut {
45 var out: VSOut;
46 let world_position = uniforms.model * vec4<f32>(input.position, 1.0);
47 var clip = uniforms.view_proj * world_position;
48
49 let size_px = max(2.0, input.normal.z);
50 let vp = max(screenU.viewport_px, vec2<f32>(1.0, 1.0));
51 let half_px = 0.5 * size_px;
52 let ndc_per_px = vec2<f32>(2.0 / vp.x, 2.0 / vp.y);
53 let ndc_offset = input.tex_coords * half_px * ndc_per_px;
54 let clip_xy = clip.xy + ndc_offset * clip.w;
55 clip = vec4<f32>(clip_xy, clip.z, clip.w);
56
57 out.clip_position = clip;
58 out.color = input.color;
59 out.uv = (input.tex_coords + vec2<f32>(1.0, 1.0)) * 0.5;
60 out.size_px = size_px;
61 return out;
62}
63
64fn inside_triangle(pt: vec2<f32>) -> bool {
65 let a = vec2<f32>(-1.0, -1.0);
66 let b = vec2<f32>(1.0, -1.0);
67 let c = vec2<f32>(0.0, 1.0);
68 let v0 = c - a;
69 let v1 = b - a;
70 let v2 = pt - a;
71 let d00 = dot(v0, v0);
72 let d01 = dot(v0, v1);
73 let d11 = dot(v1, v1);
74 let d20 = dot(v2, v0);
75 let d21 = dot(v2, v1);
76 let denom = d00 * d11 - d01 * d01;
77 if (denom == 0.0) { return false; }
78 let v = (d11 * d20 - d01 * d21) / denom;
79 let w = (d00 * d21 - d01 * d20) / denom;
80 let u = 1.0 - v - w;
81 return (u >= 0.0) && (v >= 0.0) && (w >= 0.0);
82}
83
84fn inside_hexagon(pt: vec2<f32>) -> bool {
85 let a = vec2<f32>(1.0, 0.0);
86 let b = vec2<f32>(0.5, 0.8660254);
87 let c = vec2<f32>(-0.5, 0.8660254);
88 let da = abs(dot(pt, a));
89 let db = abs(dot(pt, b));
90 let dc = abs(dot(pt, c));
91 return max(da, max(db, dc)) <= 1.0;
92}
93
94@fragment
95fn fs_main(input: VSOut) -> @location(0) vec4<f32> {
96 let p = input.uv * 2.0 - vec2<f32>(1.0, 1.0);
97 let r = length(p);
98
99 var inside: bool;
100 switch (styleU.marker_shape) {
101 case 0u: { inside = r <= 1.0; }
102 case 1u: { inside = true; }
103 case 2u: { inside = inside_triangle(p); }
104 case 3u: { inside = (abs(p.x) + abs(p.y)) <= 1.0; }
105 case 4u: {
106 let w = 0.35;
107 inside = (abs(p.x) <= w) || (abs(p.y) <= w);
108 }
109 case 5u: {
110 let w = 0.30;
111 inside = min(abs(p.x - p.y), abs(p.x + p.y)) <= w;
112 }
113 case 6u: {
114 let w1 = 0.30;
115 let w2 = 0.25;
116 let plus = (abs(p.x) <= w1) || (abs(p.y) <= w1);
117 let cross = min(abs(p.x - p.y), abs(p.x + p.y)) <= w2;
118 inside = plus || cross;
119 }
120 case 7u: {
121 inside = inside_hexagon(p);
122 }
123 default: {
124 inside = true;
125 }
126 }
127 if (!inside) {
128 discard;
129 }
130
131 let edge_norm = clamp(2.0 * styleU.edge_thickness_px / max(input.size_px, 1.0), 0.0, 1.0);
132 let face_rgb = mix(input.color.rgb, styleU.face_color.rgb, styleU.face_color.a);
133 let edge_mix = clamp(styleU.edge_color.a, 0.0, 1.0);
134 let edge_rgb = mix(input.color.rgb, styleU.edge_color.rgb, edge_mix);
135
136 if (styleU.marker_shape == 0u) {
137 if (edge_norm > 0.0 && r > (1.0 - edge_norm)) {
138 return vec4<f32>(edge_rgb, input.color.a);
139 }
140 }
141
142 return vec4<f32>(face_rgb, input.color.a);
143}
144"#;