This commit is contained in:
xsl
2025-09-04 10:54:47 +08:00
commit 6bc8f61b18
1808 changed files with 208268 additions and 0 deletions
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#version 450
/* Copyright (c) 2023-2024, Mobica Limited
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
layout (location = 0) out vec4 outFragColor;
layout( push_constant ) uniform Push_Constants{
vec4 color;
} pushConstant;
void main() {
outFragColor = pushConstant.color;
}
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#version 450
/* Copyright (c) 2023-2024, Mobica Limited
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
layout (location = 0) in vec3 inPos;
layout (binding = 0) uniform Ubo
{
mat4 projection;
mat4 view;
mat4 model;
} ubo;
out gl_PerVertex {
vec4 gl_Position;
};
void main() {
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz - vec3(0.0f, 1.0f, 0.0f), 1.0f);
}
@@ -0,0 +1,58 @@
#version 450
/* Copyright (c) 2023-2024, Mobica Limited
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
layout(location = 0) in vec3 nearPoint;
layout(location = 1) in vec3 farPoint;
layout(location = 2) in mat4 view;
layout(location = 6) in mat4 projection;
layout(location = 0) out vec4 outColor;
vec4 grid(vec3 pos) {
vec2 coord = pos.xz;
vec2 derivative = fwidth(coord);
vec2 grid = abs(fract(coord - 0.5) - 0.5) / derivative;
float line = min(grid.x, grid.y);
float minimumz = min(derivative.y, 1);
float minimumx = min(derivative.x, 1);
vec4 color = vec4(0.5, 0.5, 0.5, 1.0 - min(line, 1.0));
if(abs(pos.x) < minimumx)
color.y = 1;
if(abs(pos.z) < minimumz)
color.x = 1;
return color;
}
float fadeFactor(vec3 pos) {
float z = (projection * view * vec4(pos.xyz, 1.0)).z;
// Empirical values are used to determine when to cut off the grid before moire patterns become visible.
return z * 6 - 0.5;
}
void main() {
float t = -nearPoint.y / (farPoint.y - nearPoint.y);
vec3 pos = nearPoint + t * (farPoint - nearPoint);
// Display only the lower plane
if(t < 1) {
vec4 gridColor = grid(pos);
outColor = vec4(gridColor.xyz, gridColor.w * fadeFactor(pos));
}
else
outColor = vec4(0.0, 0.0, 0.0, 0.0);
}
@@ -0,0 +1,55 @@
#version 450
/* Copyright (c) 2023-2024, Mobica Limited
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
layout(binding = 0) uniform Ubo {
mat4 projection;
mat4 view;
mat4 model;
mat4 viewProjectionInverse;
} ubo;
layout(location = 0) out vec3 nearPoint;
layout(location = 1) out vec3 farPoint;
layout(location = 2) out mat4 view;
layout(location = 6) out mat4 projection;
vec3 unprojectPoint(float x, float y, float z, mat4 viewProjectionInverse) {
vec4 clipSpacePos = vec4(x, y, z, 1.0);
vec4 eyeSpacePos = viewProjectionInverse * clipSpacePos;
return eyeSpacePos.xyz / eyeSpacePos.w;
}
vec3 gridPlane[6] = vec3[](
vec3(1, 1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
vec3(-1, -1, 0), vec3(1, 1, 0), vec3(1, -1, 0)
);
void main() {
vec3 pos = gridPlane[gl_VertexIndex].xyz;
nearPoint = unprojectPoint(pos.x, pos.y, 0.0, ubo.viewProjectionInverse);
farPoint = unprojectPoint(pos.x, pos.y, 1.0, ubo.viewProjectionInverse);
view = ubo.view;
projection = ubo.projection;
gl_Position = vec4(pos, 1.0);
}