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infinite_grid.wgsl

Bindings

view

#
@group(0)
@binding(0)
var<uniform> view: View

infinite_grid

#
@group(1)
@binding(0)
var<uniform> infinite_grid: InfiniteGridUniform

grid_settings

#
@group(1)
@binding(1)
var<uniform> grid_settings: InfiniteGridSettings

Structures

InfiniteGridUniform

#
struct InfiniteGridUniform {
rot_matrix: mat3x3<f32> ,
origin: vec3<f32> ,
normal: vec3<f32> ,
}

InfiniteGridSettings

#
struct InfiniteGridSettings {
scale: f32 ,
one_over_fadeout_distance: f32 ,
one_over_dot_fadeout: f32 ,
x_axis_col: vec3<f32> ,
z_axis_col: vec3<f32> ,
minor_line_col: vec4<f32> ,
major_line_col: vec4<f32> ,
}

FragmentOutput

#
struct FragmentOutput {
@location(0)
color: vec4<f32> ,
@builtin(frag_depth)
depth: f32 ,
}

Functions

position_ndc_to_world

#

Same as view_transformations::position_ndc_to_world but we can’t use it since it relies on bevy’s view bind group

fn position_ndc_to_world (
ndc_pos: vec3<f32>
) -> vec3<f32>

fragment

#
@fragment
Calculates the final color of each pixel on the screen