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WebGPU-Framework/shaders/particle-header.wgsl

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WebGPU Shading Language
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2025-11-17 15:06:39 +01:00
@group(0) @binding(0)
var<storage, read> positions : array<vec4<f32>>;
@group(0) @binding(1)
var<storage, read> colors : array<vec4<f32>>;
@group(0) @binding(2)
var<uniform> viewProjectionMatrix : mat4x4<f32>;
@group(0) @binding(3)
var<uniform> aspectRatio : f32;
@group(0) @binding(4)
var<uniform> mousePos : vec2<f32>;
@group(0) @binding(5)
var<uniform> hoverRadius : f32;
struct VertexOutput {
@builtin(position) Position : vec4<f32>,
@location(0) color : vec4<f32>,
};
fn smoothStep(edge0: f32, edge1: f32, x: f32) -> f32 {
let t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
}
@vertex
fn vertex_main(@builtin(vertex_index) vertexIndex : u32) -> VertexOutput {
var output : VertexOutput;
let pos = positions[vertexIndex];
var color = colors[vertexIndex];
let correctedPosition = vec4<f32>(
pos.x * aspectRatio,
pos.y,
pos.z,
pos.w
);
// Change color if near mousePos:
// mousePos is passed as uniform vec2<f32> in clip space (-aspectRatio..aspectRatio, -1..1)
let dist = distance(vec2<f32>(pos.x* aspectRatio, pos.y), mousePos);
if (dist < hoverRadius) {
color = vec4<f32>(1.0, 0.0, 0.0, 1.0); // Red highlight
}
output.Position = viewProjectionMatrix * correctedPosition;
output.color = color;
return output;
}
@fragment
fn fragment_main(input : VertexOutput) -> @location(0) vec4<f32> {
return input.color;
}