struct FragUniform { type_: u32, padding: vec3, blend_color: vec4, } @binding(1) @group(0) var ubos: array; @binding(2) @group(0) var mySampler: sampler; @binding(3) @group(0) var myTexture: texture_2d; @stage(fragment) fn main( @location(0) uv: vec2, @interpolate(linear) @location(1) bary: vec2, @interpolate(flat) @location(2) triangle_index: u32, ) -> @location(0) vec4 { // Example 1: Visualize barycentric coordinates: // return vec4(bary.x, bary.y, 0.0, 1.0); // return vec4(0.0, bary.x, 0.0, 1.0); // [1.0 (bottom-left vertex), 0.0 (bottom-right vertex)] // return vec4(0.0, bary.y, 0.0, 1.0); // [1.0 (bottom-left vertex), 1.0 (top-right face)] // Example 2: Render gkurve primitives // Concave (inverted quadratic bezier curve) // inversion = -1.0; // Convex (inverted quadratic bezier curve) // inversion = 1.0; let inversion = select( 1.0, -1.0, ubos[triangle_index].type_ == 1u); // Texture uvs // (These two could be cut with vec2(0.0,1.0) + uv * vec2(1.0,-1.0)) var correct_uv = uv; correct_uv.y = 1.0 - correct_uv.y; let color = textureSample(myTexture, mySampler, correct_uv) * ubos[triangle_index].blend_color; // Gradients let px = dpdx(bary.xy); let py = dpdy(bary.xy); // Chain rule let fx = (2.0 * bary.x) * px.x - px.y; let fy = (2.0 * bary.x) * py.x - py.y; // Signed distance var dist = (bary.x * bary.x - bary.y) / sqrt(fx * fx + fy * fy); dist *= inversion; dist /= 300.0; // Border rendering. // if (dist > 0.0 && dist <= 0.1) { return vec4(1.0, 0.0, 0.0, 1.0); } // if (dist > 0.2 && dist <= 0.3) { return vec4(0.0, 0.0, 1.0, 1.0); } // WIREFRAME // var barys = bary; // barys.z = 1.0 - barys.x - barys.y; // let deltas = fwidth(barys); // let smoothing = deltas * 1.0; // let thickness = deltas * 0.25; // barys = smoothstep(thickness, thickness + smoothing, barys); // let min_bary = min(barys.x, min(barys.y, barys.z)); // color = vec4(min_bary * color.xyz, 1.0); return color * f32(dist >= 0.0 || ubos[triangle_index].type_ == 2u); }