struct CameraUniform { view_proj: mat4x4, inv_view_proj: mat4x4, viewport_size: vec2, _padding: vec2, }; @group(0) @binding(0) var camera: CameraUniform; fn grid_alpha(pixel_uv: vec2, 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 { var positions = array, 3>( vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0), ); let position = positions[vertex_index]; return vec4(position, 0.0, 1.0); } @fragment fn fs_main(@builtin(position) frag_pos: vec4) -> @location(0) vec4 { let ndc = vec2( (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(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(0.25, 0.25, 0.25); let coarse_color = vec3(0.38, 0.38, 0.38); var color = vec3(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(1.0, 1.0, 1.0), axis); alpha = max(alpha, axis); return vec4(color, alpha); }