This commit is contained in:
xsl
2025-09-04 10:54:47 +08:00
commit 6bc8f61b18
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/* Copyright (c) 2024, Sascha Willems
*
* 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.
*/
struct VSOutput
{
float4 Pos : SV_POSITION;
};
struct PushConstants
{
float4 color;
};
[[vk::push_constant]] PushConstants pushConstant;
float4 main(VSOutput input) : SV_TARGET0
{
return pushConstant.color;
}
@@ -0,0 +1,42 @@
/* Copyright (c) 2024, Sascha Willems
*
* 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.
*/
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
};
[[vk::binding(0, 0)]]
ConstantBuffer<UBO> ubo : register(b0);
struct VSOutput
{
float4 Pos : SV_POSITION;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput) 0;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos - float3(0.0f, 1.0f, 0.0f), 1.0))));
return output;
}
@@ -0,0 +1,62 @@
/* Copyright (c) 2024, Sascha Willems
*
* 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.
*/
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 nearPoint : VECTOR0;
[[vk::location(1)]] float3 farPoint : VECTOR1;
[[vk::location(2)]] float4x4 view : MATRIX0;
[[vk::location(6)]] float4x4 projection : MATRIX1;
};
float4 grid(float3 pos) {
float2 coord = pos.xz;
float2 derivative = fwidth(coord);
float2 grid = abs(frac(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);
float4 color = float4(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(float3 pos, VSOutput input) {
float z = mul(input.projection, mul(input.view, float4(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;
}
float4 main(VSOutput input) : SV_TARGET0
{
float t = -input.nearPoint.y / (input.farPoint.y - input.nearPoint.y);
float3 pos = input.nearPoint + t * (input.farPoint - input.nearPoint);
// Display only the lower plane
if(t < 1.0) {
float4 gridColor = grid(pos);
return float4(gridColor.xyz, gridColor.w * fadeFactor(pos, input));
}
else {
return float4(0.0, 0.0, 0.0, 0.0);
}
}
@@ -0,0 +1,64 @@
/* Copyright (c) 2024, Sascha Willems
*
* 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.
*/
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4x4 viewProjectionInverse;
};
[[vk::binding(0, 0)]]
ConstantBuffer<UBO> ubo : register(b0);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 nearPoint : VECTOR0;
[[vk::location(1)]] float3 farPoint : VECTOR1;
[[vk::location(2)]] float4x4 view : MATRIX0;
[[vk::location(6)]] float4x4 projection : MATRIX1;
};
float3 unprojectPoint(float x, float y, float z, float4x4 viewProjectionInverse) {
float4 clipSpacePos = float4(x, y, z, 1.0);
float4 eyeSpacePos = mul(viewProjectionInverse, clipSpacePos);
return eyeSpacePos.xyz / eyeSpacePos.w;
}
static float3 gridPlane[6] = {
float3(1, 1, 0), float3(-1, -1, 0), float3(-1, 1, 0),
float3(-1, -1, 0), float3(1, 1, 0), float3(1, -1, 0)
};
VSOutput main(VSInput input, uint VertexIndex : SV_VertexID)
{
float3 pos = gridPlane[VertexIndex].xyz;
VSOutput output = (VSOutput) 0;
output.nearPoint = unprojectPoint(pos.x, pos.y, 0.0, ubo.viewProjectionInverse);
output.farPoint = unprojectPoint(pos.x, pos.y, 1.0, ubo.viewProjectionInverse);
output.view = ubo.view;
output.projection = ubo.projection;
output.Pos = float4(pos, 1.0);
return output;
}