@vs vsg3 // Shared set between most vertex shaders uniform ViewUniforms { uniform mat4 view; uniform mat4 proj; }; out vec3 nearPoint; out vec3 farPoint; out mat4 fragView; out mat4 fragProj; // Grid position are in xy clipped space vec3 gridPlane[6] = vec3[]( vec3(1, 1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0), vec3(-1, -1, 0), vec3(1, 1, 0), vec3(1, -1, 0) ); // normal vertice projection vec3 UnprojectPoint(float x, float y, float z, mat4 view, mat4 projection) { mat4 viewInv = inverse(view); mat4 projInv = inverse(projection); vec4 unprojectedPoint = viewInv * projInv * vec4(x, y, z, 1.0); return unprojectedPoint.xyz / unprojectedPoint.w; } void main() { vec3 p = gridPlane[gl_VertexIndex].xyz; nearPoint = UnprojectPoint(p.x, p.y, 0.0, view, proj).xyz; // unprojecting on the near plane farPoint = UnprojectPoint(p.x, p.y, 1.0, view, proj).xyz; // unprojecting on the far plane fragView = view; fragProj = proj; gl_Position = vec4(p, 1.0); // using directly the clipped coordinates } @end @fs fsg3 float near = 0.01; float far = 100; in vec3 nearPoint; in vec3 farPoint; in mat4 fragView; in mat4 fragProj; out vec4 outColor; vec4 grid(vec3 fragPos3D, float scale, bool drawAxis) { vec2 coord = fragPos3D.xz * scale; vec2 derivative = fwidth(coord); vec2 grid = abs(fract(coord - 0.5) - 0.5) / derivative; float line = min(grid.x, grid.y); float minimumz = min(derivative.y, 1); float minimumx = min(derivative.x, 1); vec4 color = vec4(0.2, 0.2, 0.2, 1.0 - min(line, 1.0)); // z axis if(fragPos3D.x > -0.1 * minimumx && fragPos3D.x < 0.1 * minimumx) color.z = 1.0; // x axis if(fragPos3D.z > -0.1 * minimumz && fragPos3D.z < 0.1 * minimumz) color.x = 1.0; return color; } float computeDepth(vec3 pos) { vec4 clip_space_pos = fragProj * fragView * vec4(pos.xyz, 1.0); return (clip_space_pos.z / clip_space_pos.w); } float computeLinearDepth(vec3 pos) { vec4 clip_space_pos = fragProj * fragView * vec4(pos.xyz, 1.0); float clip_space_depth = (clip_space_pos.z / clip_space_pos.w) * 2.0 - 1.0; // put back between -1 and 1 float linearDepth = (2.0 * near * far) / (far + near - clip_space_depth * (far - near)); // get linear value between 0.01 and 100 return linearDepth / far; // normalize } void main() { float t = -nearPoint.y / (farPoint.y - nearPoint.y); vec3 fragPos3D = nearPoint + t * (farPoint - nearPoint); gl_FragDepth = computeDepth(fragPos3D); float linearDepth = computeLinearDepth(fragPos3D); float fading = max(0, (0.5 - linearDepth)); outColor = (grid(fragPos3D, 10, true) + grid(fragPos3D, 1, true))* float(t > 0); // adding multiple resolution for the grid outColor.a *= fading; } @end @program grid3d vsg3 fsg3