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/**
* 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));
}
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