/* 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); } }