mirror of
https://github.com/bevyengine/bevy
synced 2024-12-25 04:23:08 +00:00
d2a07f9f72
# Objective Add a way to use the gizmo API in a retained manner, for increased performance. ## Solution - Move gizmo API from `Gizmos` to `GizmoBuffer`, ~ab~using `Deref` to keep usage the same as before. - Merge non-strip and strip variant of `LineGizmo` into one, storing the data in a `GizmoBuffer` to have the same API for retained `LineGizmo`s. ### Review guide - The meat of the changes are in `lib.rs`, `retained.rs`, `gizmos.rs`, `pipeline_3d.rs` and `pipeline_2d.rs` - The other files contain almost exclusively the churn from moving the gizmo API from `Gizmos` to `GizmoBuffer` ## Testing ### Performance Performance compared to the immediate mode API is from 65 to 80 times better for static lines. ``` 7900 XTX, 3700X 1707.9k lines/ms: gizmos_retained (21.3ms) 3488.5k lines/ms: gizmos_retained_continuous_polyline (31.3ms) 0.5k lines/ms: gizmos_retained_separate (97.7ms) 3054.9k lines/ms: bevy_polyline_retained_nan (16.8ms) 3596.3k lines/ms: bevy_polyline_retained_continuous_polyline (14.2ms) 0.6k lines/ms: bevy_polyline_retained_separate (78.9ms) 26.9k lines/ms: gizmos_immediate (14.9ms) 43.8k lines/ms: gizmos_immediate_continuous_polyline (18.3ms) ``` Looks like performance is good enough, being close to par with `bevy_polyline`. Benchmarks can be found here: This branch: https://github.com/tim-blackbird/line_racing/tree/retained-gizmos Bevy 0.14: https://github.com/DGriffin91/line_racing ## Showcase ```rust fn setup( mut commands: Commands, mut gizmo_assets: ResMut<Assets<GizmoAsset>> ) { let mut gizmo = GizmoAsset::default(); // A sphere made out of one million lines! gizmo .sphere(default(), 1., CRIMSON) .resolution(1_000_000 / 3); commands.spawn(Gizmo { handle: gizmo_assets.add(gizmo), ..default() }); } ``` ## Follow-up work - Port over to the retained rendering world proper - Calculate visibility and cull `Gizmo`s
255 lines
8.8 KiB
WebGPU Shading Language
255 lines
8.8 KiB
WebGPU Shading Language
#import bevy_render::{view::View, maths::affine3_to_square}
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@group(0) @binding(0) var<uniform> view: View;
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struct LineGizmoUniform {
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world_from_local: mat3x4<f32>,
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line_width: f32,
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depth_bias: f32,
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resolution: u32,
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#ifdef SIXTEEN_BYTE_ALIGNMENT
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// WebGL2 structs must be 16 byte aligned.
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_padding: f32,
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#endif
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}
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@group(1) @binding(0) var<uniform> joints_gizmo: LineGizmoUniform;
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struct VertexInput {
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@location(0) position_a: vec3<f32>,
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@location(1) position_b: vec3<f32>,
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@location(2) position_c: vec3<f32>,
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@location(3) color: vec4<f32>,
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@builtin(vertex_index) index: u32,
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};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) color: vec4<f32>,
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};
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const EPSILON: f32 = 4.88e-04;
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@vertex
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fn vertex_bevel(vertex: VertexInput) -> VertexOutput {
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var positions = array<vec2<f32>, 3>(
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vec2(0, 0),
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vec2(0, 0.5),
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vec2(0.5, 0),
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);
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var position = positions[vertex.index];
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let world_from_local = affine3_to_square(joints_gizmo.world_from_local);
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var clip_a = view.clip_from_world * world_from_local * vec4(vertex.position_a, 1.);
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var clip_b = view.clip_from_world * world_from_local * vec4(vertex.position_b, 1.);
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var clip_c = view.clip_from_world * world_from_local * vec4(vertex.position_c, 1.);
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// Manual near plane clipping to avoid errors when doing the perspective divide inside this shader.
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clip_a = clip_near_plane(clip_a, clip_c);
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clip_b = clip_near_plane(clip_b, clip_a);
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clip_c = clip_near_plane(clip_c, clip_b);
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clip_a = clip_near_plane(clip_a, clip_c);
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let resolution = view.viewport.zw;
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let screen_a = resolution * (0.5 * clip_a.xy / clip_a.w + 0.5);
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let screen_b = resolution * (0.5 * clip_b.xy / clip_b.w + 0.5);
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let screen_c = resolution * (0.5 * clip_c.xy / clip_c.w + 0.5);
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var color = vertex.color;
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var line_width = joints_gizmo.line_width;
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#ifdef PERSPECTIVE
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line_width /= clip_b.w;
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#endif
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// Line thinness fade from https://acegikmo.com/shapes/docs/#anti-aliasing
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if line_width > 0.0 && line_width < 1. {
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color.a *= line_width;
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line_width = 1.;
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}
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let ab = normalize(screen_b - screen_a);
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let cb = normalize(screen_b - screen_c);
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let ab_norm = vec2(-ab.y, ab.x);
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let cb_norm = vec2(cb.y, -cb.x);
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let tangent = normalize(ab - cb);
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let normal = vec2(-tangent.y, tangent.x);
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let sigma = sign(dot(ab + cb, normal));
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var p0 = line_width * sigma * ab_norm;
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var p1 = line_width * sigma * cb_norm;
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let screen = screen_b + position.x * p0 + position.y * p1;
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let depth = depth(clip_b);
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var clip_position = vec4(clip_b.w * ((2. * screen) / resolution - 1.), depth, clip_b.w);
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return VertexOutput(clip_position, color);
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}
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@vertex
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fn vertex_miter(vertex: VertexInput) -> VertexOutput {
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var positions = array<vec3<f32>, 6>(
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vec3(0, 0, 0),
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vec3(0.5, 0, 0),
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vec3(0, 0.5, 0),
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vec3(0, 0, 0),
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vec3(0, 0.5, 0),
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vec3(0, 0, 0.5),
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);
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var position = positions[vertex.index];
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let world_from_local = affine3_to_square(joints_gizmo.world_from_local);
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var clip_a = view.clip_from_world * world_from_local * vec4(vertex.position_a, 1.);
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var clip_b = view.clip_from_world * world_from_local * vec4(vertex.position_b, 1.);
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var clip_c = view.clip_from_world * world_from_local * vec4(vertex.position_c, 1.);
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// Manual near plane clipping to avoid errors when doing the perspective divide inside this shader.
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clip_a = clip_near_plane(clip_a, clip_c);
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clip_b = clip_near_plane(clip_b, clip_a);
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clip_c = clip_near_plane(clip_c, clip_b);
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clip_a = clip_near_plane(clip_a, clip_c);
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let resolution = view.viewport.zw;
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let screen_a = resolution * (0.5 * clip_a.xy / clip_a.w + 0.5);
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let screen_b = resolution * (0.5 * clip_b.xy / clip_b.w + 0.5);
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let screen_c = resolution * (0.5 * clip_c.xy / clip_c.w + 0.5);
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var color = vertex.color;
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var line_width = joints_gizmo.line_width;
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#ifdef PERSPECTIVE
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line_width /= clip_b.w;
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#endif
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// Line thinness fade from https://acegikmo.com/shapes/docs/#anti-aliasing
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if line_width > 0.0 && line_width < 1. {
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color.a *= line_width;
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line_width = 1.;
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}
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let ab = normalize(screen_b - screen_a);
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let cb = normalize(screen_b - screen_c);
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let ab_norm = vec2(-ab.y, ab.x);
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let cb_norm = vec2(cb.y, -cb.x);
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let tangent = normalize(ab - cb);
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let normal = vec2(-tangent.y, tangent.x);
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let sigma = sign(dot(ab + cb, normal));
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var p0 = line_width * sigma * ab_norm;
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var p1 = line_width * sigma * normal / dot(normal, ab_norm);
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var p2 = line_width * sigma * cb_norm;
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var screen = screen_b + position.x * p0 + position.y * p1 + position.z * p2;
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var depth = depth(clip_b);
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var clip_position = vec4(clip_b.w * ((2. * screen) / resolution - 1.), depth, clip_b.w);
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return VertexOutput(clip_position, color);
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}
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@vertex
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fn vertex_round(vertex: VertexInput) -> VertexOutput {
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let world_from_local = affine3_to_square(joints_gizmo.world_from_local);
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var clip_a = view.clip_from_world * world_from_local * vec4(vertex.position_a, 1.);
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var clip_b = view.clip_from_world * world_from_local * vec4(vertex.position_b, 1.);
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var clip_c = view.clip_from_world * world_from_local * vec4(vertex.position_c, 1.);
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// Manual near plane clipping to avoid errors when doing the perspective divide inside this shader.
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clip_a = clip_near_plane(clip_a, clip_c);
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clip_b = clip_near_plane(clip_b, clip_a);
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clip_c = clip_near_plane(clip_c, clip_b);
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clip_a = clip_near_plane(clip_a, clip_c);
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let resolution = view.viewport.zw;
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let screen_a = resolution * (0.5 * clip_a.xy / clip_a.w + 0.5);
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let screen_b = resolution * (0.5 * clip_b.xy / clip_b.w + 0.5);
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let screen_c = resolution * (0.5 * clip_c.xy / clip_c.w + 0.5);
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var color = vertex.color;
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var line_width = joints_gizmo.line_width;
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#ifdef PERSPECTIVE
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line_width /= clip_b.w;
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#endif
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// Line thinness fade from https://acegikmo.com/shapes/docs/#anti-aliasing
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if line_width > 0.0 && line_width < 1. {
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color.a *= line_width;
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line_width = 1.;
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}
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let ab = normalize(screen_b - screen_a);
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let cb = normalize(screen_b - screen_c);
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let ab_norm = vec2(-ab.y, ab.x);
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let cb_norm = vec2(cb.y, -cb.x);
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// We render `joints_gizmo.resolution`triangles. The vertices in each triangle are ordered as follows:
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// - 0: The 'center' vertex at `screen_b`.
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// - 1: The vertex closer to the ab line.
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// - 2: The vertex closer to the cb line.
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var in_triangle_index = f32(vertex.index) % 3.0;
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var tri_index = floor(f32(vertex.index) / 3.0);
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var radius = sign(in_triangle_index) * 0.5 * line_width;
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var theta = acos(dot(ab_norm, cb_norm));
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let sigma = sign(dot(ab_norm, cb));
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var angle = theta * (tri_index + in_triangle_index - 1) / f32(joints_gizmo.resolution);
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var position_x = sigma * radius * cos(angle);
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var position_y = radius * sin(angle);
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var screen = screen_b + position_x * ab_norm + position_y * ab;
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var depth = depth(clip_b);
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var clip_position = vec4(clip_b.w * ((2. * screen) / resolution - 1.), depth, clip_b.w);
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return VertexOutput(clip_position, color);
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}
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fn clip_near_plane(a: vec4<f32>, b: vec4<f32>) -> vec4<f32> {
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// Move a if a is behind the near plane and b is in front.
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if a.z > a.w && b.z <= b.w {
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// Interpolate a towards b until it's at the near plane.
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let distance_a = a.z - a.w;
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let distance_b = b.z - b.w;
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// Add an epsilon to the interpolator to ensure that the point is
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// not just behind the clip plane due to floating-point imprecision.
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let t = distance_a / (distance_a - distance_b) + EPSILON;
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return mix(a, b, t);
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}
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return a;
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}
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fn depth(clip: vec4<f32>) -> f32 {
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var depth: f32;
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if joints_gizmo.depth_bias >= 0. {
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depth = clip.z * (1. - joints_gizmo.depth_bias);
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} else {
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// depth * (clip.w / depth)^-depth_bias. So that when -depth_bias is 1.0, this is equal to clip.w
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// and when equal to 0.0, it is exactly equal to depth.
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// the epsilon is here to prevent the depth from exceeding clip.w when -depth_bias = 1.0
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// clip.w represents the near plane in homogeneous clip space in bevy, having a depth
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// of this value means nothing can be in front of this
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// The reason this uses an exponential function is that it makes it much easier for the
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// user to chose a value that is convenient for them
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depth = clip.z * exp2(-joints_gizmo.depth_bias * log2(clip.w / clip.z - EPSILON));
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}
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return depth;
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}
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struct FragmentInput {
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@location(0) color: vec4<f32>,
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};
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struct FragmentOutput {
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@location(0) color: vec4<f32>,
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};
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@fragment
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fn fragment(in: FragmentInput) -> FragmentOutput {
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// return FragmentOutput(vec4(1, 1, 1, 1));
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return FragmentOutput(in.color);
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}
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