forked from 1b-agent/opencadstudio-upstream
Dashed/dash-dot lines could end in a gap ("empty space at the end"),
especially inside paperspace viewports. The dash pattern was only centred
on each wire, which makes the two ends symmetric but does not force them
onto a solid dash.
Implement AutoCAD "A" (aligned) linetypes: the line begins AND ends on a
solid dash, interior dashes stay nominal, and the two end dashes stretch
symmetrically to absorb the remainder (so parallel lines share an
identical interior). wire_distances computes the end-dash length D and
total length L for a dash-first pattern (D = (L - k*P + a) / 2); the GPU
in_dash walk force-lights the two end regions and phases the interior to
resume right after the start dash. Lines shorter than one pattern period
draw solid.
Only alternating dash-first patterns are aligned; gap/dot-first,
consecutive-dash, NaN-break (plinegen=false) and solid lines keep the
prior behaviour. Native and web (wasm) shaders kept in sync.
Refs #13.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
249 lines
11 KiB
WebGPU Shading Language
249 lines
11 KiB
WebGPU Shading Language
// Wire shader — renders 1-D CAD entities as screen-aligned quads.
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// Topology: TriangleList, 6 vertices drawn per INSTANCE.
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//
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// One instance = one segment. The six vertex IDs map to the corners of a
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// two-triangle quad; the vertex shader derives `which_end` (0=A end, 1=B end)
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// and `side` (±1 perpendicular) from `@builtin(vertex_index)` and expands the
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// quad by `half_width` pixels perpendicular to the segment direction in
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// screen space.
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//
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// Linetype is applied entirely on the GPU:
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// • distance = cumulative arc-length, linearly interpolated from
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// (distance_a, distance_b) by `which_end`.
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// • pattern_length > 0 enables the dash test; 0 = solid (no discard).
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// • pat0/pat1 encode up to 8 elements: positive=dash, negative=gap,
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// exactly 0=dot (rendered as a fixed ~1 px mark). Trailing 0.0 slots are
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// padding; the real element count is (index of last non-zero) + 1.
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struct Uniforms {
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viewport_size: vec2<f32>,
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world_per_pixel: f32,
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// LWDISPLAY toggle: 0.0 = force 1 px (half_width 0.5), 1.0 = use the
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// per-instance baked half_width. Lets the LWT button switch without
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// retessellating.
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lwdisplay_enable: f32,
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// Mesh flat-shade flag (unused here; kept so the field offsets match
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// the shared Uniforms buffer layout).
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flat_shade: f32,
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// Transparency-display toggle: 1.0 = honour baked alpha, 0.0 = force
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// every line opaque.
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transparency_enable: f32,
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_pad: vec2<f32>,
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// ── Relative-to-eye (double-single) ──────────────────────────────────
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// view_rot is the rotation-only view-projection; vertices subtract the eye
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// (eye_high + eye_low, two f32 emulating f64) before transforming, so the
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// large eye translation never enters the f32 matrix → no large-coordinate
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// jitter on pan / zoom / rotate.
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view_rot: mat4x4<f32>,
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eye_high: vec3<f32>,
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_pad_eh: f32,
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eye_low: vec3<f32>,
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_pad_el: f32,
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}
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@group(0) @binding(0) var<uniform> u: Uniforms;
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struct InstanceIn {
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@location(0) pos_a: vec3<f32>,
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@location(1) pos_b: vec3<f32>,
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@location(2) color: vec4<f32>,
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@location(3) distance_a: f32,
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@location(4) distance_b: f32,
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@location(5) half_width: f32,
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@location(6) pattern_length: f32,
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@location(7) pat0: vec4<f32>,
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@location(8) pat1: vec4<f32>,
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@location(9) draw_depth: f32,
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// Double-single low residuals of the endpoints.
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@location(10) pos_a_low: vec3<f32>,
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@location(11) pos_b_low: vec3<f32>,
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// "A"-type endpoint alignment: end-dash length + total wire length.
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@location(12) align_end: f32,
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@location(13) align_total: f32,
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}
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// Draw-order depth bias: shifts clip-space z so 2D entities of different
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// types order against each other through the shared LessEqual depth test.
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// draw_depth is signed (-1,1): front → positive → smaller z → drawn on top;
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// 0.0 = neutral (real depth). Depth32Float gives ample precision.
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const DRAW_ORDER_BIAS: f32 = 0.001;
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struct VertexOut {
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@builtin(position) clip_pos: vec4<f32>,
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@location(0) color: vec4<f32>,
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@location(1) distance: f32,
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@location(2) pattern_length: f32,
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@location(3) pat0: vec4<f32>,
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@location(4) pat1: vec4<f32>,
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// World length of the smallest non-zero dash / gap element of this
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// instance. Flat-interpolated (constant per instance) so the
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// fragment stage can short-circuit the dash test when every gap
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// projects below one pixel on screen. See the LOD branch in
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// `fs_main`.
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@location(5) @interpolate(flat) min_elem: f32,
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@location(6) @interpolate(flat) align_end: f32,
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@location(7) @interpolate(flat) align_total: f32,
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}
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@vertex fn vs_main(@builtin(vertex_index) vid: u32, in: InstanceIn) -> VertexOut {
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// Two-triangle quad corner table:
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// vid 0,1,2 = (A,-1) (B,-1) (B,+1)
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// vid 3,4,5 = (A,-1) (B,+1) (A,+1)
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let which_end_arr = array<f32, 6>(0.0, 1.0, 1.0, 0.0, 1.0, 0.0);
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let side_arr = array<f32, 6>(-1.0, -1.0, 1.0, -1.0, 1.0, 1.0);
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let which_end = which_end_arr[vid];
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let side = side_arr[vid];
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// Double-single relative-to-eye: subtract the eye from each endpoint with
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// both halves of the f64-emulating pair, then transform by the rotation-only
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// view-projection. (pos_high − eye_high) is exact in f32 for same-magnitude
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// operands (Sterbenz); adding (pos_low − eye_low) restores the residual both
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// the vertex and the eye would otherwise lose — so geometry stays put at
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// UTM-scale coordinates and after a cross-drawing paste, with no jitter.
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let rel_a = (in.pos_a - u.eye_high) + (in.pos_a_low - u.eye_low);
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let rel_b = (in.pos_b - u.eye_high) + (in.pos_b_low - u.eye_low);
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let clip_a = u.view_rot * vec4<f32>(rel_a, 1.0);
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let clip_b = u.view_rot * vec4<f32>(rel_b, 1.0);
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// NDC of both endpoints.
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let ndc_a = clip_a.xy / clip_a.w;
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let ndc_b = clip_b.xy / clip_b.w;
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// Screen-space pixel positions.
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let screen_a = ndc_a * u.viewport_size * 0.5;
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let screen_b = ndc_b * u.viewport_size * 0.5;
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// Screen-space perpendicular to segment direction.
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let seg = screen_b - screen_a;
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let seg_len = length(seg);
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var perp: vec2<f32>;
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if seg_len > 1e-4 {
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let dir = seg / seg_len;
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perp = vec2<f32>(-dir.y, dir.x);
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} else {
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perp = vec2<f32>(0.0, 1.0);
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}
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// Convert perpendicular from screen pixels to NDC offset.
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let perp_ndc = perp / (u.viewport_size * 0.5);
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// Select the clip-space position for this vertex's endpoint.
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let clip_pos = mix(clip_a, clip_b, which_end);
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// LWDISPLAY off → collapse to a 1-pixel-wide line (half_width = 0.5).
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let hw = select(0.5, in.half_width, u.lwdisplay_enable > 0.5);
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// Offset in clip space (multiply by w to un-apply perspective division).
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let ndc_offset = perp_ndc * hw * side;
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let final_clip = clip_pos + vec4<f32>(ndc_offset * clip_pos.w, 0.0, 0.0);
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// Smallest non-zero dash / gap element, in world units. Used by
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// the fragment stage to decide when the pattern's finest feature
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// would render below one pixel and should collapse to a solid line.
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var min_elem: f32 = in.pattern_length;
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let elems = array<f32, 8>(
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in.pat0.x, in.pat0.y, in.pat0.z, in.pat0.w,
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in.pat1.x, in.pat1.y, in.pat1.z, in.pat1.w,
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);
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for (var i = 0u; i < 8u; i++) {
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let e = abs(elems[i]);
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if e > 0.0 && e < min_elem { min_elem = e; }
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}
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var out: VertexOut;
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out.clip_pos = final_clip;
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out.clip_pos.z = out.clip_pos.z - in.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
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out.color = in.color;
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out.distance = mix(in.distance_a, in.distance_b, which_end);
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out.pattern_length = in.pattern_length;
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out.pat0 = in.pat0;
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out.pat1 = in.pat1;
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out.min_elem = min_elem;
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out.align_end = in.align_end;
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out.align_total = in.align_total;
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return out;
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}
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// Returns true if arc-length `dist` falls inside a dash or on a dot.
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fn in_dash(dist: f32, pat_len: f32, p0: vec4<f32>, p1: vec4<f32>, align_end: f32, align_total: f32) -> bool {
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let elems = array<f32, 8>(p0.x, p0.y, p0.z, p0.w, p1.x, p1.y, p1.z, p1.w);
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// Real element count = (index of last non-zero) + 1. Trailing 0.0 slots
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// are padding; a 0.0 within this range is a real dot.
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var count = 0u;
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for (var i = 0u; i < 8u; i++) {
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if elems[i] != 0.0 { count = i + 1u; }
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}
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var d: f32;
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if align_total > 0.0 {
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// "A"-type alignment: the line begins and ends with a solid dash of
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// length `align_end`. Force the two end regions lit, then phase the
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// interior so the element AFTER the first dash resumes exactly at
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// `align_end` (the interior meets each end dash on a gap boundary).
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if dist <= align_end || dist >= align_total - align_end {
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return true;
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}
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var first_dash = 0.0;
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for (var i = 0u; i < count; i++) {
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if elems[i] > 0.0 { first_dash = elems[i]; break; }
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}
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d = ((dist - align_end + first_dash) % pat_len + pat_len) % pat_len;
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} else {
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d = ((dist % pat_len) + pat_len) % pat_len;
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}
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var pos = 0.0f;
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// A dot is a zero-length element: render it as a fixed ~1.5 px mark
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// (half-width ~0.75 px in world units) so it stays visible at any zoom
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// instead of vanishing with its zero world-length. Mirrors the hatch
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// shader's pixel-snapped dot. (#149)
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let dot_half = u.world_per_pixel * 0.75;
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for (var i = 0u; i < count; i++) {
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let elem = elems[i];
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if elem == 0.0 {
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// Dot centred at `pos` (zero length); light a small mark, wrapped
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// around the pattern so a dot at 0 also covers the seam at pat_len.
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let dd = abs(d - pos);
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if min(dd, pat_len - dd) <= dot_half { return true; }
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} else if elem > 0.0 {
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if d >= pos && d < pos + elem { return true; } // inside a dash
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pos += elem;
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} else {
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pos += -elem; // skip a gap
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}
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}
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return false;
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}
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@fragment fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
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if in.pattern_length > 0.0 {
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// LOD: once the pattern's smallest feature drops below ~1 px
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// on screen, dash gaps alias / shimmer (or vanish completely)
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// and the user reads the line as solid anyway. Skip the dash
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// test and return solid colour — also saves the per-fragment
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// arc-length math + `discard`.
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if in.min_elem >= u.world_per_pixel {
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if !in_dash(in.distance, in.pattern_length, in.pat0, in.pat1, in.align_end, in.align_total) {
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discard;
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}
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}
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}
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// Transparency display off → force the line opaque.
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let alpha = select(1.0, in.color.a, u.transparency_enable > 0.5);
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return vec4<f32>(in.color.rgb, alpha);
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}
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// Black variant: used for 3D mesh outline edges in filled render modes so the
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// mesh reads as a shaded surface framed by black edges. Keeps the dash/LOD
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// logic identical to `fs_main`; only the RGB is forced to black.
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@fragment fn fs_black(in: VertexOut) -> @location(0) vec4<f32> {
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if in.pattern_length > 0.0 {
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if in.min_elem >= u.world_per_pixel {
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if !in_dash(in.distance, in.pattern_length, in.pat0, in.pat1, in.align_end, in.align_total) {
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discard;
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}
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}
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}
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let alpha = select(1.0, in.color.a, u.transparency_enable > 0.5);
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return vec4<f32>(0.0, 0.0, 0.0, alpha);
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}
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