fix(renderer): keep draw-order offsets within clipping planes

This commit is contained in:
Christopher Overbeck committed 2026-09-15 12:36:05 -05:00
1 parent 0e42e3bf28
commit e52e565b1f
26 files changed
+525 -90

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+2 -7
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@@ -67,11 +67,6 @@ struct InstanceIn {
@location(12) marker_normal_scale: vec4<f32>,
}
// Draw-order depth bias: shifts clip-space z so 2D entities of different
// types order against each other through the shared LessEqual depth test.
// draw_depth is signed (-1,1): front → positive → smaller z → drawn on top;
// 0.0 = neutral (real depth). Depth32Float gives ample precision.
const DRAW_ORDER_BIAS: f32 = 0.001;
const MODEL_LINEWEIGHT_BOOST: f32 = 2.0;
const MODEL_LINEWEIGHT_MAX_PX: f32 = 10.0;
@@ -199,7 +194,7 @@ fn marker_relative(position_high: vec3<f32>, position_low: vec3<f32>, instance:
let pos_rel = mix(rel_a, rel_b, which_end);
let world_pos = pos_rel + perp_world * (eff_hw * side);
var clip_pos = u.view_rot * vec4<f32>(world_pos, 1.0);
clip_pos.z = clip_pos.z - in.misc.x * DRAW_ORDER_BIAS * clip_pos.w;
clip_pos = apply_draw_order(clip_pos, in.misc.x);
final_clip = clip_pos;
out_dist = mix(in.dists.x, in.dists.y, which_end);
@@ -233,7 +228,7 @@ fn marker_relative(position_high: vec3<f32>, position_low: vec3<f32>, instance:
let offset_px = perp * hw * side + dir * hw * ext;
let ndc_offset = offset_px / (u.viewport_size * 0.5);
var clip_pos_out = clip_pos + vec4<f32>(ndc_offset * clip_pos.w, 0.0, 0.0);
clip_pos_out.z = clip_pos_out.z - in.misc.x * DRAW_ORDER_BIAS * clip_pos_out.w;
clip_pos_out = apply_draw_order(clip_pos_out, in.misc.x);
final_clip = clip_pos_out;
out_dist = mix(in.dists.x, in.dists.y, which_end) + ext * hw * u.world_per_pixel;