vk-book/data/shaders/GridCalculation.h

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2025-05-23 21:13:53 -04:00
float log10(float x) {
return log(x) / log(10.0);
}
float satf(float x) {
return clamp(x, 0.0, 1.0);
}
vec2 satv(vec2 x) {
return clamp(x, vec2(0.0), vec2(1.0));
}
float max2(vec2 v) {
return max(v.x, v.y);
}
vec4 gridColor(vec2 uv, vec2 camPos) {
vec2 dudv = vec2(
length(vec2(dFdx(uv.x), dFdy(uv.x))),
length(vec2(dFdx(uv.y), dFdy(uv.y)))
);
float lodLevel = max(0.0, log10((length(dudv) * gridMinPixelsBetweenCells) / gridCellSize) + 1.0);
float lodFade = fract(lodLevel);
// cell sizes for lod0, lod1 and lod2
float lod0 = gridCellSize * pow(10.0, floor(lodLevel));
float lod1 = lod0 * 10.0;
float lod2 = lod1 * 10.0;
// each anti-aliased line covers up to 4 pixels
dudv *= 4.0;
// set grid coordinates to the centers of anti-aliased lines for subsequent alpha calculations
uv += dudv * 0.5;
// calculate absolute distances to cell line centers for each lod and pick max X/Y to get coverage alpha value
float lod0a = max2( vec2(1.0) - abs(satv(mod(uv, lod0) / dudv) * 2.0 - vec2(1.0)) );
float lod1a = max2( vec2(1.0) - abs(satv(mod(uv, lod1) / dudv) * 2.0 - vec2(1.0)) );
float lod2a = max2( vec2(1.0) - abs(satv(mod(uv, lod2) / dudv) * 2.0 - vec2(1.0)) );
uv -= camPos;
// blend between falloff colors to handle LOD transition
vec4 c = lod2a > 0.0 ? gridColorThick : lod1a > 0.0 ? mix(gridColorThick, gridColorThin, lodFade) : gridColorThin;
// calculate opacity falloff based on distance to grid extents
float opacityFalloff = (1.0 - satf(length(uv) / gridSize));
// blend between LOD level alphas and scale with opacity falloff
c.a *= (lod2a > 0.0 ? lod2a : lod1a > 0.0 ? lod1a : (lod0a * (1.0-lodFade))) * opacityFalloff;
return c;
}