Fri, 06 Mar 2020 23:45:44 +0200
stretch the grid quadrilateral less, hopefully this makes fragments small enough even on integrated
src/gl/gridprogram.cpp | file | annotate | diff | comparison | revisions |
--- a/src/gl/gridprogram.cpp Fri Mar 06 21:53:30 2020 +0200 +++ b/src/gl/gridprogram.cpp Fri Mar 06 23:45:44 2020 +0200 @@ -27,7 +27,7 @@ uniform mat4 projection; uniform mat4 model; smooth out vec2 ex_uv; -const mat4 stretch = mat4(vec4(10000, 0, 0, 0), vec4(0, 10000, 0, 0), vec4(0, 0, 10000, 0), vec4(0, 0, 0, 1)); +const mat4 stretch = mat4(vec4(1000, 0, 0, 0), vec4(0, 1000, 0, 0), vec4(0, 0, 1000, 0), vec4(0, 0, 0, 1)); uniform mat4 grid; void main() @@ -47,8 +47,8 @@ void main(void) { - float dx = fract(ex_uv.y / 0.0001f); - float dy = fract(ex_uv.x / 0.0001f); + float dx = fract(ex_uv.y / 0.001f); + float dy = fract(ex_uv.x / 0.001f); /* compute distance to nearest unit line */ float d = min(min(min(dy, dx), 1 - dy), 1 - dx); /* use an extreme sigmoid to bring out the grid shape */ @@ -56,8 +56,8 @@ /* fade the grid towards extreme co-ordinates */ d = (1.0f - 20 * max(abs(ex_uv.x), abs(ex_uv.y))) * d; /* add dashes */ - d *= (1 + cos(ex_uv.y / 0.00001f * pi)) * 0.5f; - d *= (1 + cos(ex_uv.x / 0.00001f * pi)) * 0.5f; + d *= (1 + cos(ex_uv.y / 0.0001f * pi)) * 0.5f; + d *= (1 + cos(ex_uv.x / 0.0001f * pi)) * 0.5f; color = vec4(gridColor.xyz, gridColor.w * d); } )";