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/* Infinite grid
* Clément Foucault */
uniform mat4 ViewProjectionMatrix;
uniform mat4 ProjectionMatrix;
uniform vec3 cameraPos;
uniform vec4 gridSettings;
#define gridDistance gridSettings.x
#define gridResolution gridSettings.y
#define gridScale gridSettings.z
#define gridSubdiv gridSettings.w
uniform int gridFlag;
#define PLANE_XY (1 << 4)
#define PLANE_XZ (1 << 5)
#define PLANE_YZ (1 << 6)
#define CLIP_Z_POS (1 << 7)
#define CLIP_Z_NEG (1 << 8)
in vec3 pos;
void main()
{
vec3 vert_pos, proj_camera_pos;
/* Project camera pos to the needed plane */
if ((gridFlag & PLANE_XY) != 0) {
vert_pos = vec3(pos.x, pos.y, 0.0);
proj_camera_pos = vec3(cameraPos.x, cameraPos.y, 0.0);
}
else if ((gridFlag & PLANE_XZ) != 0) {
vert_pos = vec3(pos.x, 0.0, pos.y);
proj_camera_pos = vec3(cameraPos.x, 0.0, cameraPos.z);
}
else {
vert_pos = vec3(0.0, pos.x, pos.y);
proj_camera_pos = vec3(0.0, cameraPos.y, cameraPos.z);
}
/* if persp */
if (ProjectionMatrix[3][3] == 0.0) {
vert_pos *= gridDistance * 2.0;
}
else {
float viewdist = 1.0 / min(abs(ProjectionMatrix[0][0]), abs(ProjectionMatrix[1][1]));
vert_pos *= viewdist * gridDistance * 2.0;
}
vec3 realPos = proj_camera_pos + vert_pos;
/* Used for additional Z axis */
if ((gridFlag & CLIP_Z_POS) != 0) {
realPos.z = clamp(realPos.z, 0.0, 1e30);
}
if ((gridFlag & CLIP_Z_NEG) != 0) {
realPos.z = clamp(realPos.z, -1e30, 0.0);
}
gl_Position = ViewProjectionMatrix * vec4(realPos, 1.0);
}
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