src/gl/gridprogram.cpp

changeset 72
7c27cda03747
parent 70
f21b800b02a4
child 90
e234edb5e613
equal deleted inserted replaced
71:198d25fe4e21 72:7c27cda03747
25 layout (location = 0) in vec2 in_position; 25 layout (location = 0) in vec2 in_position;
26 uniform mat4 view; 26 uniform mat4 view;
27 uniform mat4 projection; 27 uniform mat4 projection;
28 uniform mat4 model; 28 uniform mat4 model;
29 smooth out vec2 ex_uv; 29 smooth out vec2 ex_uv;
30 const mat4 stretch = mat4(vec4(10000, 0, 0, 0), vec4(0, 10000, 0, 0), vec4(0, 0, 10000, 0), vec4(0, 0, 0, 1)); 30 const mat4 stretch = mat4(vec4(1000, 0, 0, 0), vec4(0, 1000, 0, 0), vec4(0, 0, 1000, 0), vec4(0, 0, 0, 1));
31 uniform mat4 grid; 31 uniform mat4 grid;
32 32
33 void main() 33 void main()
34 { 34 {
35 gl_Position = projection * view * model * grid * stretch * vec4(in_position, 0.0, 1.0); 35 gl_Position = projection * view * model * grid * stretch * vec4(in_position, 0.0, 1.0);
45 uniform vec4 gridColor; 45 uniform vec4 gridColor;
46 const float pi = 3.14159265f; 46 const float pi = 3.14159265f;
47 47
48 void main(void) 48 void main(void)
49 { 49 {
50 float dx = fract(ex_uv.y / 0.0001f); 50 float dx = fract(ex_uv.y / 0.001f);
51 float dy = fract(ex_uv.x / 0.0001f); 51 float dy = fract(ex_uv.x / 0.001f);
52 /* compute distance to nearest unit line */ 52 /* compute distance to nearest unit line */
53 float d = min(min(min(dy, dx), 1 - dy), 1 - dx); 53 float d = min(min(min(dy, dx), 1 - dy), 1 - dx);
54 /* use an extreme sigmoid to bring out the grid shape */ 54 /* use an extreme sigmoid to bring out the grid shape */
55 d = pow(1 - d, 50); 55 d = pow(1 - d, 50);
56 /* fade the grid towards extreme co-ordinates */ 56 /* fade the grid towards extreme co-ordinates */
57 d = (1.0f - 20 * max(abs(ex_uv.x), abs(ex_uv.y))) * d; 57 d = (1.0f - 20 * max(abs(ex_uv.x), abs(ex_uv.y))) * d;
58 /* add dashes */ 58 /* add dashes */
59 d *= (1 + cos(ex_uv.y / 0.00001f * pi)) * 0.5f; 59 d *= (1 + cos(ex_uv.y / 0.0001f * pi)) * 0.5f;
60 d *= (1 + cos(ex_uv.x / 0.00001f * pi)) * 0.5f; 60 d *= (1 + cos(ex_uv.x / 0.0001f * pi)) * 0.5f;
61 color = vec4(gridColor.xyz, gridColor.w * d); 61 color = vec4(gridColor.xyz, gridColor.w * d);
62 } 62 }
63 )"; 63 )";
64 64
65 static const glm::vec2 data[] = {{-1, -1}, {-1, 1}, {1, 1}, {1, -1}}; 65 static const glm::vec2 data[] = {{-1, -1}, {-1, 1}, {1, 1}, {1, -1}};

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