Add grid shader

This commit is contained in:
2021-05-27 20:21:22 +02:00
parent d3090a98b4
commit cb9f33b6f0
2 changed files with 100 additions and 0 deletions

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#version 450
layout(location = 0) in vec3 nearPoint;
layout(location = 1) in vec3 farPoint;
layout(location = 0) out vec4 outColor;
layout(std140, push_constant) uniform CameraData
{
mat4 viewProjection;
mat4 view;
mat4 projection;
vec4 camPos;
float near;
float far;
} cam;
vec4 grid(vec3 fragPos3D, float scale)
{
vec2 coord = fragPos3D.xz * scale;
vec2 derivative = fwidth(coord);
vec2 grid = abs(fract(coord - 0.5) - 0.5) / derivative;
float line = min(grid.x, grid.y);
float visible = 1.0 - min(line, 1);
vec4 color = vec4(0.2, 0.2, 0.2, visible);
// z axis
float minimumx = 2 * min(derivative.x, 1);
if(fragPos3D.x > -0.1 * minimumx && fragPos3D.x < 0.1 * minimumx)
{
color.xy *= 0.4;
color.z = 1.0;
color.a *= 2;
}
// x axis
float minimumz = 2 * min(derivative.y, 1);
if(fragPos3D.z > -0.1 * minimumz && fragPos3D.z < 0.1 * minimumz)
{
color.x = 1.0;
color.yz *= 0.4;
color.a *= 2;
}
return color;
}
float computeDepth(vec3 pos)
{
vec4 clip_space_pos = cam.viewProjection * vec4(pos.xyz, 1.0);
return (clip_space_pos.z / clip_space_pos.w);
}
float computeLinearDepth(vec3 pos)
{
vec4 clip_space_pos = cam.viewProjection * vec4(pos.xyz, 1.0);
float clip_space_depth = (clip_space_pos.z / clip_space_pos.w) * 2.0 - 1.0; // put back between -1 and 1
float linearDepth = (2.0 * cam.near * cam.far) / (cam.far + cam.near - clip_space_depth * (cam.far - cam.near)); // get linear value between 0.01 and 100
return linearDepth / cam.far; // normalize
}
void main()
{
float t = -nearPoint.y / (farPoint.y - nearPoint.y);
vec3 fragPos3D = nearPoint + t * (farPoint - nearPoint);
gl_FragDepth = computeDepth(fragPos3D);
float linearDepth = computeLinearDepth(fragPos3D);
float fading = max(0, (0.5 - linearDepth));
outColor = (grid(fragPos3D, 1) + grid(fragPos3D, 4) / 2.0) * float(t > 0); // adding multiple resolution for the grid
outColor.a *= fading;
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(std140, push_constant) uniform CameraData
{
mat4 viewProjection;
mat4 view;
mat4 projection;
vec4 camPos;
} cam;
layout(location = 0) out vec3 nearPoint;
layout(location = 1) out vec3 farPoint;
// Grid position are in clipped space
vec3 gridPlane[4] = vec3[] (
vec3(1, 1, 0), vec3(-1, 1, 0), vec3(1, -1, 0), vec3(-1, -1, 0)
);
vec3 UnprojectPoint(float x, float y, float z, mat4 view, mat4 projection) {
vec4 unprojectedPoint = inverse(cam.viewProjection) * vec4(x, y, z, 1.0);
return unprojectedPoint.xyz / unprojectedPoint.w;
}
void main() {
vec3 p = gridPlane[gl_VertexIndex].xyz;
nearPoint = UnprojectPoint(p.x, p.y, 0.0, cam.view, cam.projection).xyz; // unprojecting on the near plane
farPoint = UnprojectPoint(p.x, p.y, 1.0, cam.view, cam.projection).xyz; // unprojecting on the far plane
gl_Position = vec4(p, 1.0); // using directly the clipped coordinates
}