/** * Infinite grid: * Draw antialiazed grid and axes of different sizes with smooth blending between Level of details. * We draw multiple triangles to avoid float precision issues due to perspective interpolation. **/ #pragma BLENDER_REQUIRE(common_view_lib.glsl) #pragma BLENDER_REQUIRE(common_math_lib.glsl) void main() { vec3 vert_pos; /* Project camera pos to the needed plane */ if (flag_test(grid_flag, PLANE_XY)) { vert_pos = vec3(pos.x, pos.y, 0.0); } else if (flag_test(grid_flag, PLANE_XZ)) { vert_pos = vec3(pos.x, 0.0, pos.y); } else if (flag_test(grid_flag, PLANE_YZ)) { vert_pos = vec3(0.0, pos.x, pos.y); } else /* PLANE_IMAGE */ { vert_pos = vec3(pos.xy * 0.5 + 0.5, 0.0); } local_pos = vert_pos; vec3 real_pos = cameraPos * plane_axes + vert_pos * grid_buf.size.xyz; /* Used for additional Z axis */ if (flag_test(grid_flag, CLIP_ZPOS)) { real_pos.z = clamp(real_pos.z, 0.0, 1e30); local_pos.z = clamp(local_pos.z, 0.0, 1.0); } if (flag_test(grid_flag, CLIP_ZNEG)) { real_pos.z = clamp(real_pos.z, -1e30, 0.0); local_pos.z = clamp(local_pos.z, -1.0, 0.0); } gl_Position = drw_view.winmat * (drw_view.viewmat * vec4(real_pos, 1.0)); }