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; }