64 lines
1.5 KiB
GLSL
64 lines
1.5 KiB
GLSL
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/* Infinite grid
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* Clément Foucault */
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uniform mat4 ViewProjectionMatrix;
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uniform mat4 ProjectionMatrix;
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uniform vec3 cameraPos;
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uniform vec4 gridSettings;
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#define gridDistance gridSettings.x
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#define gridResolution gridSettings.y
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#define gridScale gridSettings.z
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#define gridSubdiv gridSettings.w
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uniform int gridFlag;
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#define PLANE_XY (1 << 4)
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#define PLANE_XZ (1 << 5)
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#define PLANE_YZ (1 << 6)
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#define CLIP_Z_POS (1 << 7)
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#define CLIP_Z_NEG (1 << 8)
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in vec3 pos;
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void main()
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{
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vec3 vert_pos, proj_camera_pos;
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/* Project camera pos to the needed plane */
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if ((gridFlag & PLANE_XY) != 0) {
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vert_pos = vec3(pos.x, pos.y, 0.0);
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proj_camera_pos = vec3(cameraPos.x, cameraPos.y, 0.0);
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}
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else if ((gridFlag & PLANE_XZ) != 0) {
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vert_pos = vec3(pos.x, 0.0, pos.y);
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proj_camera_pos = vec3(cameraPos.x, 0.0, cameraPos.z);
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}
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else {
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vert_pos = vec3(0.0, pos.x, pos.y);
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proj_camera_pos = vec3(0.0, cameraPos.y, cameraPos.z);
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}
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/* if persp */
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if (ProjectionMatrix[3][3] == 0.0) {
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vert_pos *= gridDistance * 2.0;
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}
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else {
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float viewdist = 1.0 / min(abs(ProjectionMatrix[0][0]), abs(ProjectionMatrix[1][1]));
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vert_pos *= viewdist * gridDistance * 2.0;
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}
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vec3 realPos = proj_camera_pos + vert_pos;
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/* Used for additional Z axis */
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if ((gridFlag & CLIP_Z_POS) != 0) {
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realPos.z = max(realPos.z, 0.0);
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}
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if ((gridFlag & CLIP_Z_NEG) != 0) {
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realPos.z = min(-realPos.z, 0.0);
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}
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gl_Position = ViewProjectionMatrix * vec4(realPos, 1.0);
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}
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