Files
OneCAD-Draft/src/shaders/viewcube.wgsl
T
Hakan SevenandClaude Sonnet 4.6 a6592cc9bc fix: ViewCube hover, glow, centroids, corner geometry and snap angles
- Hide OS crosshair and drawn crosshair when cursor is over ViewCube area
- Enhanced hover glow in WGSL shader (blue tint + brightness boost)
- Fixed region_centroids() Y-axis sign for all FRONT/BACK-related regions
- Swapped corner geometry assignments (TPF↔TBK, BTF↔BBK) to match
  intended FRONT/BACK semantics (sy=-1 = FRONT, sy=+1 = BACK)
- Corrected all snap_angles: yaw_pitch_to_quat(0,0) places eye at -Y
  (FRONT view), so FRONT=0 and BACK=PI — cascaded through edges/corners

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-23 19:11:19 +03:00

35 lines
1.2 KiB
WebGPU Shading Language

// ViewCube shader — Phong lighting + hover highlight.
struct Uniforms {
view_proj: mat4x4<f32>,
rotation: mat4x4<f32>,
hover_region: vec4<f32>,
}
@group(0) @binding(0) var<uniform> u: Uniforms;
struct VIn { @location(0) pos: vec3<f32>, @location(1) normal: vec3<f32>, @location(2) color: vec3<f32>, @location(3) region_f: f32 }
struct VOut { @builtin(position) clip: vec4<f32>, @location(0) color: vec3<f32>, @location(1) world_n: vec3<f32>, @location(2) region_f: f32 }
@vertex
fn vs_main(in: VIn) -> VOut {
var out: VOut;
let rotated = (u.rotation * vec4<f32>(in.pos, 1.0)).xyz;
out.clip = u.view_proj * vec4<f32>(rotated, 1.0);
out.color = in.color;
out.world_n = normalize((u.rotation * vec4<f32>(in.normal, 0.0)).xyz);
out.region_f = in.region_f;
return out;
}
@fragment
fn fs_main(in: VOut) -> @location(0) vec4<f32> {
let is_hovered = abs(in.region_f - u.hover_region.x) < 0.001 && u.hover_region.x >= 0.0;
var final_rgb = in.color;
if is_hovered {
let glow = vec3<f32>(0.68, 0.88, 1.0);
final_rgb = mix(final_rgb, glow, 0.60);
final_rgb = clamp(final_rgb * 1.30, vec3<f32>(0.0), vec3<f32>(1.0));
}
return vec4<f32>(final_rgb, 1.0);
}