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| 1 | +struct Uniform { |
| 2 | + view_proj: mat4x4<f32>, |
| 3 | + camera_world_pos: vec3<f32>, |
| 4 | + grid_size: f32, |
| 5 | + grid_min_pixels: f32, |
| 6 | + grid_cell_size: f32, |
| 7 | + orthographic_scale: f32, |
| 8 | + is_orthographic: f32, |
| 9 | +} |
| 10 | + |
| 11 | +@group(0) @binding(0) |
| 12 | +var<uniform> ubo: Uniform; |
| 13 | + |
| 14 | +struct VertexOutput { |
| 15 | + @builtin(position) clip_position: vec4<f32>, |
| 16 | + @location(0) world_pos: vec3<f32>, |
| 17 | +}; |
| 18 | + |
| 19 | +@vertex |
| 20 | +fn vertex_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput { |
| 21 | + var pos = vec3<f32>(0.0); |
| 22 | + |
| 23 | + switch vertex_index { |
| 24 | + case 0u: { pos = vec3<f32>(-10.0, 0.0, -10.0); } |
| 25 | + case 1u: { pos = vec3<f32>(10.0, 0.0, -10.0); } |
| 26 | + case 2u: { pos = vec3<f32>(-10.0, 0.0, 10.0); } |
| 27 | + case 3u: { pos = vec3<f32>(-10.0, 0.0, 10.0); } |
| 28 | + case 4u: { pos = vec3<f32>(10.0, 0.0, -10.0); } |
| 29 | + case 5u: { pos = vec3<f32>(10.0, 0.0, 10.0); } |
| 30 | + default: {} |
| 31 | + } |
| 32 | + |
| 33 | + let grid_scale = select(1.0, max(10.0, ubo.orthographic_scale * 100.0), ubo.is_orthographic > 0.5); |
| 34 | + pos = pos * ubo.grid_size * grid_scale; |
| 35 | + let world_pos = vec3<f32>( |
| 36 | + pos.x + ubo.camera_world_pos.x, |
| 37 | + 0.0, |
| 38 | + pos.z + ubo.camera_world_pos.z |
| 39 | + ); |
| 40 | + |
| 41 | + var output: VertexOutput; |
| 42 | + var clip_pos = ubo.view_proj * vec4<f32>(world_pos, 1.0); |
| 43 | + |
| 44 | + if (ubo.is_orthographic > 0.5) { |
| 45 | + clip_pos.z = clamp(clip_pos.z, 0.0, clip_pos.w); |
| 46 | + } |
| 47 | + |
| 48 | + output.clip_position = clip_pos; |
| 49 | + output.world_pos = world_pos; |
| 50 | + return output; |
| 51 | +} |
| 52 | + |
| 53 | +fn mod_pos(pos: f32, size: f32) -> f32 { |
| 54 | + return pos - size * floor(pos / size); |
| 55 | +} |
| 56 | + |
| 57 | + |
| 58 | +@fragment |
| 59 | +fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> { |
| 60 | + let dvx = vec2<f32>(dpdx(in.world_pos.x), dpdy(in.world_pos.x)); |
| 61 | + let dvy = vec2<f32>(dpdx(in.world_pos.z), dpdy(in.world_pos.z)); |
| 62 | + let lx = length(dvx); |
| 63 | + let ly = length(dvy); |
| 64 | + let dudv = vec2<f32>(lx, ly); |
| 65 | + let l = length(dudv); |
| 66 | + |
| 67 | + let effective_scale = select(l, l * ubo.orthographic_scale, ubo.orthographic_scale > 1.0); |
| 68 | + let lod = max(0.0, log10(effective_scale * ubo.grid_min_pixels / ubo.grid_cell_size) + 1.0); |
| 69 | + let cell_size_lod0 = ubo.grid_cell_size * pow(10.0, floor(lod)); |
| 70 | + let cell_size_lod1 = cell_size_lod0 * 10.0; |
| 71 | + let cell_size_lod2 = cell_size_lod1 * 10.0; |
| 72 | + |
| 73 | + let dudv4 = dudv * 8.0; |
| 74 | + |
| 75 | + let mod_lod0 = vec2<f32>( |
| 76 | + mod_pos(in.world_pos.x, cell_size_lod0), |
| 77 | + mod_pos(in.world_pos.z, cell_size_lod0) |
| 78 | + ) / dudv4; |
| 79 | + let lod0_alpha = max2(vec2<f32>(1.0) - abs(saturate(mod_lod0) * 2.0 - vec2<f32>(1.0))); |
| 80 | + |
| 81 | + let mod_lod1 = vec2<f32>( |
| 82 | + mod_pos(in.world_pos.x, cell_size_lod1), |
| 83 | + mod_pos(in.world_pos.z, cell_size_lod1) |
| 84 | + ) / dudv4; |
| 85 | + let lod1_alpha = max2(vec2<f32>(1.0) - abs(saturate(mod_lod1) * 2.0 - vec2<f32>(1.0))); |
| 86 | + |
| 87 | + let mod_lod2 = vec2<f32>( |
| 88 | + mod_pos(in.world_pos.x, cell_size_lod2), |
| 89 | + mod_pos(in.world_pos.z, cell_size_lod2) |
| 90 | + ) / dudv4; |
| 91 | + let lod2_alpha = max2(vec2<f32>(1.0) - abs(saturate(mod_lod2) * 2.0 - vec2<f32>(1.0))); |
| 92 | + |
| 93 | + let lod_fade = fract(lod); |
| 94 | + |
| 95 | + let grid_color_thin = vec4<f32>(0.75, 0.75, 0.75, 0.25); |
| 96 | + let grid_color_thick = vec4<f32>(0.2, 0.4, 0.8, 0.4); |
| 97 | + |
| 98 | + var color: vec4<f32>; |
| 99 | + if (lod2_alpha > 0.0) { |
| 100 | + color = grid_color_thick; |
| 101 | + color.a *= lod2_alpha * 0.7; |
| 102 | + } else if (lod1_alpha > 0.0) { |
| 103 | + let fade = smoothstep(0.2, 0.8, lod_fade); |
| 104 | + color = mix(grid_color_thick, grid_color_thin, fade); |
| 105 | + color.a *= lod1_alpha * 0.5; |
| 106 | + } else { |
| 107 | + color = grid_color_thin; |
| 108 | + color.a *= (lod0_alpha * (1.0 - lod_fade)) * 0.4; |
| 109 | + } |
| 110 | + |
| 111 | + if (ubo.is_orthographic < 0.5) { |
| 112 | + let dist = length(in.world_pos.xz - ubo.camera_world_pos.xz); |
| 113 | + let opacity_falloff = 1.0 - smoothstep(0.8 * ubo.grid_size, ubo.grid_size * 3.0, dist); |
| 114 | + color.a *= opacity_falloff; |
| 115 | + } |
| 116 | + |
| 117 | + let x_axis_nearby = abs(in.world_pos.z) < 0.03; |
| 118 | + let z_axis_nearby = abs(in.world_pos.x) < 0.03; |
| 119 | + |
| 120 | + if (x_axis_nearby) { |
| 121 | + color = mix(color, vec4<f32>(0.87, 0.26, 0.24, 0.7), 0.5); |
| 122 | + } |
| 123 | + if (z_axis_nearby) { |
| 124 | + color = mix(color, vec4<f32>(0.24, 0.7, 0.29, 0.7), 0.5); |
| 125 | + } |
| 126 | + |
| 127 | + if (color.a < 0.02) { |
| 128 | + discard; |
| 129 | + } |
| 130 | + |
| 131 | + return color; |
| 132 | +} |
| 133 | + |
| 134 | + |
| 135 | +fn log10(x: f32) -> f32 { |
| 136 | + return log2(x) / log2(10.0); |
| 137 | +} |
| 138 | + |
| 139 | +fn saturate(x: vec2<f32>) -> vec2<f32> { |
| 140 | + return clamp(x, vec2<f32>(0.0), vec2<f32>(1.0)); |
| 141 | +} |
| 142 | + |
| 143 | +fn saturate_f32(x: f32) -> f32 { |
| 144 | + return clamp(x, 0.0, 1.0); |
| 145 | +} |
| 146 | + |
| 147 | +fn max2(v: vec2<f32>) -> f32 { |
| 148 | + return max(v.x, v.y); |
| 149 | +} |
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