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struct CameraUniform {
view_proj: mat4x4<f32>,
inv_view_proj: mat4x4<f32>,
viewport_size: vec2<f32>,
_padding: vec2<f32>,
};
@group(0) @binding(0)
var<uniform> camera: CameraUniform;
fn grid_alpha(pixel_uv: vec2<f32>, cell_size: f32, line_width: f32) -> f32 {
let uv = pixel_uv / cell_size;
let derivative = fwidth(uv) * line_width;
let grid = abs(fract(uv - 0.5) - 0.5) / derivative;
let l = min(grid.x, grid.y);
return 1.0 - clamp(l, 0.0, 1.0);
}
fn axis_alpha(v: f32, line_width: f32) -> f32 {
let d = abs(v);
let fw = max(fwidth(v), 1e-5) * line_width;
return 1.0 - smoothstep(0.0, fw, d);
}
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> @builtin(position) vec4<f32> {
var positions = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(3.0, -1.0),
vec2<f32>(-1.0, 3.0),
);
let position = positions[vertex_index];
return vec4<f32>(position, 0.0, 1.0);
}
@fragment
fn fs_main(@builtin(position) frag_pos: vec4<f32>) -> @location(0) vec4<f32> {
let ndc = vec2<f32>(
(frag_pos.x / camera.viewport_size.x) * 2.0 - 1.0,
1.0 - (frag_pos.y / camera.viewport_size.y) * 2.0,
);
let world = camera.inv_view_proj * vec4<f32>(ndc, 0.0, 1.0);
let world_pos = world.xy / world.w;
let fine = grid_alpha(world_pos, 10.0, 0.8);
let coarse = grid_alpha(world_pos, 100.0, 1.0);
let axis_x = axis_alpha(world_pos.y, 1.8);
let axis_y = axis_alpha(world_pos.x, 1.8);
let axis = max(axis_x, axis_y);
let fine_color = vec3<f32>(0.25, 0.25, 0.25);
let coarse_color = vec3<f32>(0.38, 0.38, 0.38);
var color = vec3<f32>(0.13, 0.13, 0.13);
var alpha = 0.0;
alpha = max(alpha, fine * 0.6);
color = mix(color, fine_color, fine * 0.6);
alpha = max(alpha, coarse);
color = mix(color, coarse_color, coarse);
color = mix(color, vec3<f32>(1.0, 1.0, 1.0), axis);
alpha = max(alpha, axis);
return vec4<f32>(color, alpha);
}