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Vulkan-Samples/shaders/dynamic_line_rasterization/glsl/grid.frag
T
2025-09-04 10:54:47 +08:00

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1.8 KiB
GLSL

#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);
}