1#import bevy_render::view::View 2#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput 4struct InfiniteGridUniform { 5 rot_matrix: mat3x3<f32>, 10struct InfiniteGridSettings { 13 one_over_fadeout_distance: f32, 15 one_over_dot_fadeout: f32, 16 x_axis_col: vec3<f32>, 17 z_axis_col: vec3<f32>, 18 minor_line_col: vec4<f32>, 19 major_line_col: vec4<f32>, 22@group(0) @binding(0) var<uniform> view: View; 24@group(1) @binding(0) var<uniform> infinite_grid: InfiniteGridUniform; 25@group(1) @binding(1) var<uniform> grid_settings: InfiniteGridSettings; 29fn position_ndc_to_world(ndc_pos: vec3<f32>) -> vec3<f32> { 30 let world_pos = view.world_from_clip * vec4(ndc_pos, 1.0); 31 return world_pos.xyz / world_pos.w; 34struct FragmentOutput { 35 @location(0) color: vec4<f32>, 36 @builtin(frag_depth) depth: f32, 40fn fragment(in: FullscreenVertexOutput) -> FragmentOutput { 42 let clip_xy = in.uv * vec2(2.0, -2.0) + vec2(-1.0, 1.0); 43 let near_point = position_ndc_to_world(vec3(clip_xy, 1.0)); 44 let far_point = position_ndc_to_world(vec3(clip_xy, 0.001)); 47 let ray_origin = near_point; 48 let ray_direction = normalize(far_point - near_point); 49 let plane_normal = infinite_grid.normal; 50 let plane_origin = infinite_grid.origin; 54 let point_to_point = plane_origin - ray_origin; 55 let t = dot(plane_normal, point_to_point) / dot(ray_direction, plane_normal); 56 let frag_pos_3d = ray_direction * t + ray_origin; 60 let planar_offset = frag_pos_3d - plane_origin; 61 let rotation_matrix = infinite_grid.rot_matrix; 62 let plane_coords = (rotation_matrix * planar_offset).xz; 65 let view_space_pos = view.view_from_world * vec4(frag_pos_3d, 1.); 66 let clip_space_pos = view.clip_from_view * view_space_pos; 67 let clip_depth = clip_space_pos.z / clip_space_pos.w; 68 let real_depth = -view_space_pos.z; 70 var out: FragmentOutput; 71 out.depth = clip_depth; 74 let scale = grid_settings.scale; 75 let coord = plane_coords * scale; 78 let derivative = fwidth(coord); 79 let grid = abs(fract(coord - 0.5) - 0.5) / derivative; 80 let minor_line = min(grid.x, grid.y); 83 let derivative2 = fwidth(coord * 0.1); 84 let grid2 = abs(fract((coord * 0.1) - 0.5) - 0.5) / derivative2; 85 let major_line = min(grid2.x, grid2.y); 88 let grid3 = abs(coord) / derivative; 89 let axis_line = min(grid3.x, grid3.y); 92 var alpha = vec3(1.0) - min(vec3(axis_line, major_line, minor_line), vec3(1.0)); 93 alpha.y *= (1.0 - alpha.x) * grid_settings.major_line_col.a; 94 alpha.z *= (1.0 - (alpha.x + alpha.y)) * grid_settings.minor_line_col.a; 97 let dist_fadeout = min(1., 1. - grid_settings.one_over_fadeout_distance * real_depth); 98 let dot_fadeout = abs(dot(infinite_grid.normal, normalize(view.world_position - frag_pos_3d))); 99 let alpha_fadeout = mix(dist_fadeout, 1., dot_fadeout) 100 * min(grid_settings.one_over_dot_fadeout * dot_fadeout, 1.); 103 let a_0 = alpha.x + alpha.y + alpha.z; 106 alpha = clamp(alpha, vec3(0.0), vec3(1.0)); 109 let axis_color = mix( 110 grid_settings.x_axis_col, 111 grid_settings.z_axis_col, 112 step(grid3.x, grid3.y) 115 var grid_color = vec4( 117 + grid_settings.major_line_col.rgb * alpha.y 118 + grid_settings.minor_line_col.rgb * alpha.z, 119 max(a_0 * alpha_fadeout, 0.0), 121 out.color = grid_color;