#version 450 layout(location = 0) in vec3 nearPoint; layout(location = 1) in vec3 farPoint; layout(location = 0) out vec4 outColor; layout(set = 1, binding = 0) 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; }