init
This commit is contained in:
@@ -0,0 +1,27 @@
|
||||
#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;
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,35 @@
|
||||
#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);
|
||||
}
|
||||
Binary file not shown.
@@ -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);
|
||||
}
|
||||
Binary file not shown.
@@ -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);
|
||||
|
||||
|
||||
}
|
||||
Binary file not shown.
Reference in New Issue
Block a user