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-rw-r--r--assets/shaders/grid.frag60
1 files changed, 0 insertions, 60 deletions
diff --git a/assets/shaders/grid.frag b/assets/shaders/grid.frag
deleted file mode 100644
index 6cf8a7c..0000000
--- a/assets/shaders/grid.frag
+++ /dev/null
@@ -1,60 +0,0 @@
-#version 410 core
-
-out vec4 FragColor;
-
-in float near; //0.01
-in float far; //100
-in vec3 nearPoint;
-in vec3 farPoint;
-in mat4 fragView;
-in mat4 fragProj;
-
-// void main() {
-// // FragColor = vec4(1.0, 0.0, 0.0, 1.0);
-// float t = -nearPoint.y / (farPoint.y - nearPoint.y);
-// if (t > 0) {
-// FragColor = vec4(1.0, 0.0, 0.0, 1.0);
-// } else {
-// FragColor = vec4(0.0);
-// }
-// // FragColor = vec4(1.0, 0.0, 0.0, 1.0 * float(t > 0)); // opacity = 1 when t > 0, opacity = 0 otherwise
-// }
-
-vec4 grid(vec3 fragPos3D, float scale, bool drawAxis) {
- vec2 coord = fragPos3D.xz * scale;
- vec2 derivative = fwidth(coord);
- vec2 grid = abs(fract(coord - 0.5) - 0.5) / derivative;
- float line = min(grid.x, grid.y);
- float minimumz = min(derivative.y, 1);
- float minimumx = min(derivative.x, 1);
- vec4 color = vec4(0.2, 0.2, 0.2, 1.0 - min(line, 1.0));
- // z axis
- if(fragPos3D.x > -0.1 * minimumx && fragPos3D.x < 0.1 * minimumx)
- color.z = 1.0;
- // x axis
- if(fragPos3D.z > -0.1 * minimumz && fragPos3D.z < 0.1 * minimumz)
- color.x = 1.0;
- return color;
-}
-float computeDepth(vec3 pos) {
- vec4 clip_space_pos = fragProj * fragView * vec4(pos.xyz, 1.0);
- return (clip_space_pos.z / clip_space_pos.w);
-}
-float computeLinearDepth(vec3 pos) {
- vec4 clip_space_pos = fragProj * fragView * vec4(pos.xyz, 1.0);
- float clip_space_depth = (clip_space_pos.z / clip_space_pos.w) * 2.0 - 1.0; // put back between -1 and 1
- float linearDepth = (2.0 * near * far) / (far + near - clip_space_depth * (far - near)); // get linear value between 0.01 and 100
- return linearDepth / far; // normalize
-}
-void main() {
- float t = -nearPoint.y / (farPoint.y - nearPoint.y);
- vec3 fragPos3D = nearPoint + t * (farPoint - nearPoint);
-
- gl_FragDepth = computeDepth(fragPos3D);
-
- float linearDepth = computeLinearDepth(fragPos3D);
- float fading = max(0, (0.5 - linearDepth));
-
- FragColor = (grid(fragPos3D, 10, true) + grid(fragPos3D, 1, true))* float(t > 0); // adding multiple resolution for the grid
- FragColor.a *= fading;
-} \ No newline at end of file