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