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/* Infinite grid
* Clément Foucault */
uniform vec3 planeAxes;
uniform float meshSize;
uniform int gridFlag;
#define cameraPos (ViewMatrixInverse[3].xyz)
#define PLANE_XY (1 << 4)
#define PLANE_XZ (1 << 5)
#define PLANE_YZ (1 << 6)
#define CLIP_Z_POS (1 << 7)
#define CLIP_Z_NEG (1 << 8)
in vec3 pos;
out vec3 local_pos;
void main()
{
vec3 vert_pos;
/* Project camera pos to the needed plane */
if ((gridFlag & PLANE_XY) != 0) {
vert_pos = vec3(pos.x, pos.y, 0.0);
}
else if ((gridFlag & PLANE_XZ) != 0) {
vert_pos = vec3(pos.x, 0.0, pos.y);
else {
vert_pos = vec3(0.0, pos.x, pos.y);
local_pos = vert_pos;
vec3 real_pos = cameraPos * planeAxes + vert_pos * meshSize;
/* Used for additional Z axis */
if ((gridFlag & CLIP_Z_POS) != 0) {
real_pos.z = clamp(real_pos.z, 0.0, 1e30);
local_pos.z = clamp(local_pos.z, 0.0, 1.0);
if ((gridFlag & CLIP_Z_NEG) != 0) {
real_pos.z = clamp(real_pos.z, -1e30, 0.0);
local_pos.z = clamp(local_pos.z, -1.0, 0.0);
gl_Position = ViewProjectionMatrix * vec4(real_pos, 1.0);