This adds a custom depth test that have the benefits to glitch less and be more visually pleasing. Downside is that it let the grid pass trough the objects a little. This effect is done in NDC space so that it counteract the logarithmic depth distribution imprecision (read as it's less visible near the camera but more present far away). This patch also includes some cleanups.
207 lines
5.9 KiB
GLSL
207 lines
5.9 KiB
GLSL
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/* Infinite grid
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* Clément Foucault */
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out vec4 FragColor;
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uniform mat4 ProjectionMatrix;
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uniform vec3 cameraPos;
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uniform vec3 planeNormal;
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uniform vec3 planeAxes;
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uniform vec3 eye;
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uniform vec4 gridSettings;
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uniform vec2 viewportSize;
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uniform vec4 screenvecs[3];
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uniform float gridOneOverLogSubdiv;
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uniform sampler2D depthBuffer;
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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 AXIS_X (1 << 0)
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#define AXIS_Y (1 << 1)
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#define AXIS_Z (1 << 2)
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#define GRID (1 << 3)
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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 GRID_LINE_SMOOTH 1.15
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float get_grid(vec3 co, vec3 fwidthCos, float grid_size)
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{
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float half_size = grid_size / 2.0;
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/* triangular wave pattern, amplitude is [0, grid_size] */
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vec3 grid_domain = abs(mod(co + half_size, grid_size) - half_size);
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/* modulate by the absolute rate of change of the coordinates
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* (make lines have the same width under perspective) */
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grid_domain /= fwidthCos;
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/* collapse waves and normalize */
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grid_domain.x = min(grid_domain.x, min(grid_domain.y, grid_domain.z)) / grid_size;
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return 1.0 - smoothstep(0.0, GRID_LINE_SMOOTH / grid_size, grid_domain.x);
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}
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vec3 get_axes(vec3 co, vec3 fwidthCos, float line_size)
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{
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vec3 axes_domain = abs(co);
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/* modulate by the absolute rate of change of the coordinates
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* (make line have the same width under perspective) */
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axes_domain /= fwidthCos;
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return 1.0 - smoothstep(0.0, GRID_LINE_SMOOTH, axes_domain - line_size);
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}
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vec3 get_floor_pos(vec2 uv, out vec3 wPos)
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{
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vec3 camera_vec, camera_pos, corner_pos;
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vec3 floored_pos = planeAxes * floor(screenvecs[2].xyz);
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corner_pos = screenvecs[2].xyz - floored_pos;
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vec3 pixel_pos = corner_pos + uv.x * screenvecs[0].xyz + uv.y * screenvecs[1].xyz;
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/* if perspective */
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if (ProjectionMatrix[3][3] == 0.0) {
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camera_pos = cameraPos - floored_pos;
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camera_vec = normalize(pixel_pos - camera_pos);
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}
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else {
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camera_pos = pixel_pos;
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camera_vec = normalize(eye);
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}
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float plane_normal_dot_camera_vec = dot(planeNormal, camera_vec);
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float p = -dot(planeNormal, camera_pos);
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if (plane_normal_dot_camera_vec != 0) {
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p /= plane_normal_dot_camera_vec;
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}
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vec3 plane = camera_pos + camera_vec * p;
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/* fix residual imprecision */
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plane *= planeAxes;
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/* Recover non-offseted world position */
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wPos = plane + floored_pos;
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return plane;
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}
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void main()
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{
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vec2 sPos = gl_FragCoord.xy / viewportSize; /* Screen [0,1] position */
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/* To reduce artifacts, use a local version of the positions
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* to compute derivatives since they are not position dependant.
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* This gets rid of the blocky artifacts. Unfortunately we still
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* need the world position for the grid to scale properly from the origin. */
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vec3 gPos, wPos; /* Grid pos., World pos. */
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gPos = get_floor_pos(sPos, wPos);
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vec3 fwidthPos = fwidth(gPos);
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float dist, fade;
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/* if persp */
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if (ProjectionMatrix[3][3] == 0.0) {
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vec3 viewvec = cameraPos - wPos;
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dist = length(viewvec);
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viewvec /= dist;
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float angle;
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if ((gridFlag & PLANE_XZ) > 0)
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angle = viewvec.y;
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else if ((gridFlag & PLANE_YZ) > 0)
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angle = viewvec.x;
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else
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angle = viewvec.z;
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angle = 1.0 - abs(angle);
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angle *= angle;
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fade = 1.0 - angle * angle;
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fade *= 1.0 - smoothstep(0.0, gridDistance, dist - gridDistance);
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}
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else {
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dist = abs(gl_FragCoord.z * 2.0 - 1.0);
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fade = 1.0 - smoothstep(0.0, 0.5, dist - 0.5);
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dist = 1.0; /* avoid branch after */
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if ((gridFlag & PLANE_XY) > 0) {
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float angle = 1.0 - abs(eye.z);
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dist = 1.0 + angle * 2.0;
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angle *= angle;
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fade *= 1.0 - angle * angle;
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}
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}
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/* Manual, non hard, depth test:
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* Progressively fade the grid below occluders
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* (avoids poping visuals due to depth buffer precision) */
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float scene_depth = texture(depthBuffer, sPos).r;
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/* Add a small bias so the grid will always
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* be on top of a mesh with the same depth. */
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float grid_depth = gl_FragCoord.z - 1e-8;
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/* Harder settings tend to flicker more,
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* but have less "see through" appearance. */
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const float test_hardness = 1e4;
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fade *= 1.0 - clamp((grid_depth - scene_depth) * test_hardness, 0.0, 1.0);
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if ((gridFlag & GRID) > 0) {
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float grid_res = log(dist * gridResolution) * gridOneOverLogSubdiv;
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float blend = fract(-max(grid_res, 0.0));
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float lvl = floor(grid_res);
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/* from biggest to smallest */
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float scaleA = gridScale * pow(gridSubdiv, max(lvl - 1.0, 0.0));
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float scaleB = gridScale * pow(gridSubdiv, max(lvl + 0.0, 0.0));
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float scaleC = gridScale * pow(gridSubdiv, max(lvl + 1.0, 1.0));
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float gridA = get_grid(wPos, fwidthPos, scaleA);
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float gridB = get_grid(wPos, fwidthPos, scaleB);
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float gridC = get_grid(wPos, fwidthPos, scaleC);
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FragColor = vec4(colorGrid.rgb, gridA * blend);
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FragColor = mix(FragColor, vec4(mix(colorGrid.rgb, colorGridEmphasise.rgb, blend), 1.0), gridB);
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FragColor = mix(FragColor, vec4(colorGridEmphasise.rgb, 1.0), gridC);
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}
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else {
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FragColor = vec4(colorGrid.rgb, 0.0);
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}
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if ((gridFlag & (AXIS_X | AXIS_Y | AXIS_Z)) > 0) {
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/* Setup axes 'domains' */
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vec3 axes_dist, axes_fwidth;
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if ((gridFlag & AXIS_X) > 0) {
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axes_dist.x = dot(wPos.yz, planeAxes.yz);
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axes_fwidth.x = dot(fwidthPos.yz, planeAxes.yz);
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}
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if ((gridFlag & AXIS_Y) > 0) {
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axes_dist.y = dot(wPos.xz, planeAxes.xz);
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axes_fwidth.y = dot(fwidthPos.xz, planeAxes.xz);
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}
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if ((gridFlag & AXIS_Z) > 0) {
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axes_dist.z = dot(wPos.xy, planeAxes.xy);
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axes_fwidth.z = dot(fwidthPos.xy, planeAxes.xy);
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}
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/* Computing all axes at once using vec3 */
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vec3 axes = get_axes(axes_dist, axes_fwidth, 0.1);
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if ((gridFlag & AXIS_X) > 0) {
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FragColor = mix(FragColor, colorGridAxisX, axes.x);
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}
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if ((gridFlag & AXIS_Y) > 0) {
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FragColor = mix(FragColor, colorGridAxisY, axes.y);
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}
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if ((gridFlag & AXIS_Z) > 0) {
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FragColor = mix(FragColor, colorGridAxisZ, axes.z);
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}
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}
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FragColor.a *= fade;
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} |