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Expand file tree Collapse file tree Original file line number Diff line number Diff line change 11#version 300 es
22precision highp float ;
33
4- in vec3 vBarycentric ;
5- in vec3 vColor ;
4+ in vec3 v_barycentric ;
5+ in vec3 v_color ;
66
77out vec4 fragColor;
88
99// Controls how thick the wireframe edges are
10- uniform float uLineWidth ; // e.g. 0.05
10+ uniform float u_lineWidth ; // e.g. 0.05
1111
1212// Helper: find min distance to an edge
1313float edgeFactor() {
14- vec3 d = fwidth (vBarycentric );
15- vec3 a3 = smoothstep (vec3 (0.0 ), d * uLineWidth, vBarycentric );
14+ vec3 d = fwidth (v_barycentric );
15+ vec3 a3 = smoothstep (vec3 (0.0 ), d * u_lineWidth, v_barycentric );
1616 return min (min (a3.x, a3.y), a3.z);
1717}
1818
@@ -21,7 +21,7 @@ void main() {
2121
2222 // edge ~ 0 near edges, ~1 inside face
2323 if (edge < 0.5 ) {
24- fragColor = vec4 (vColor , 1.0 ); // draw edge
24+ fragColor = vec4 (v_color , 1.0 ); // draw edge
2525 } else {
2626 discard ; // transparent background
2727 }
Original file line number Diff line number Diff line change 22precision highp float ;
33
44// Cube vertex position (object space)
5- in vec3 aPosition ;
5+ in vec3 a_position ;
66
77// Barycentric coordinates for wireframe effect
8- in vec3 aBarycentric ;
8+ in vec3 a_barycentric ;
99
1010// Instance attributes
11- uniform mat4 uProjection ;
12- uniform mat4 uView ;
13- uniform mat4 uModel ; // base model transform for cube
14- uniform vec3 uCubeOffset ; // per-instance offset (grid position)
15- uniform float uCubeScale ; // per-instance scale
16- uniform vec3 uCubeColor ; // per-instance color
11+ uniform mat4 u_projection ;
12+ uniform mat4 u_view ;
13+ uniform mat4 u_model ; // base model transform for cube
14+ uniform vec3 u_cubeOffset ; // per-instance offset (grid position)
15+ uniform float u_cubeScale ; // per-instance scale
16+ uniform vec3 u_cubeColor ; // per-instance color
1717
1818// Pass to fragment shader
19- out vec3 vBarycentric ;
20- out vec3 vColor ;
19+ out vec3 v_barycentric ;
20+ out vec3 v_color ;
2121
2222void main() {
2323 // Apply scale and offset
24- vec3 pos = aPosition * uCubeScale + uCubeOffset ;
24+ vec3 pos = a_position * u_cubeScale + u_cubeOffset ;
2525
26- gl_Position = uProjection * uView * uModel * vec4 (pos, 1.0 );
26+ gl_Position = u_projection * u_view * u_model * vec4 (pos, 1.0 );
2727
28- vBarycentric = aBarycentric ;
29- vColor = uCubeColor ;
28+ v_barycentric = a_barycentric ;
29+ v_color = u_cubeColor ;
3030}
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