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

63 lines
2.0 KiB
HLSL

/* 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);
}
}