mach/examples/gkurve/frag.wgsl

36 lines
1.2 KiB
WebGPU Shading Language
Executable file

struct FragUniform {
type_: u32,
padding: vec3<f32>,
}
@binding(1) @group(0) var<storage> ubos: array<FragUniform>;
@stage(fragment) fn main(
@location(0) uv: vec2<f32>,
@location(1) bary: vec3<f32>,
@interpolate(flat) @location(2) triangle_index: u32,
) -> @location(0) vec4<f32> {
// Example 1: Visualize barycentric coordinates:
// return vec4<f32>(bary.x, bary.y, bary.z, 1.0);
// return vec4<f32>(0.0, bary.x, 0.0, 1.0); // bottom-left of triangle
// return vec4<f32>(0.0, bary.y, 0.0, 1.0); // bottom-right of triangle
// return vec4<f32>(0.0, bary.z, 0.0, 1.0); // top of triangle
// Example 2: Render gkurves
var inversion = -1.0;
if(ubos[triangle_index].type_ == 1u) {
// Solid triangle
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
} else if(ubos[triangle_index].type_ == 2u) {
// Concave (inverted quadratic bezier curve)
inversion = -1.0;
} else {
// Convex (inverted quadratic bezier curve)
inversion = 1.0;
}
var dist = (-(pow(bary.z, 4.0) - bary.y * bary.x)) * inversion;
if (dist < 0.0) {
discard;
}
return vec4<f32>(0.0, 1.0, 0.0, 1.0);
}