Files
test2/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl
Clément Foucault fe213f80a4 GPU: Shader: Make info files generated
This is the first step of moving the create infos
back inside shader sources.

All info files are now treated as source files.
However, they are not considered in the include tree
yet. This will come in another following PR.

Each shader source file now generate a `.info` file
containing only the create info declarations.

This renames all info files so that they do not
conflict with their previous versions that were
copied (non-generated).

Pull Request: https://projects.blender.org/blender/blender/pulls/146676
2025-09-25 10:57:02 +02:00

53 lines
1.4 KiB
GLSL

/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "infos/overlay_grid_infos.hh"
VERTEX_SHADER_CREATE_INFO(overlay_grid_next)
/**
* Infinite grid:
* Draw anti-aliased grid and axes of different sizes with smooth blending between Level of
* details. We draw multiple triangles to avoid float precision issues due to perspective
* interpolation.
*/
#include "draw_view_lib.glsl"
#include "gpu_shader_utildefines_lib.glsl"
void main()
{
float3 vert_pos;
/* Project camera pos to the needed plane */
if (flag_test(grid_flag, PLANE_XY)) {
vert_pos = float3(pos.x, pos.y, 0.0f);
}
else if (flag_test(grid_flag, PLANE_XZ)) {
vert_pos = float3(pos.x, 0.0f, pos.y);
}
else if (flag_test(grid_flag, PLANE_YZ)) {
vert_pos = float3(0.0f, pos.x, pos.y);
}
else /* PLANE_IMAGE */ {
vert_pos = float3(pos.xy * 0.5f + 0.5f, 0.0f);
}
local_pos = vert_pos;
float3 real_pos = drw_view_position() * plane_axes + vert_pos * grid_buf.size.xyz;
/* Used for additional Z axis */
if (flag_test(grid_flag, CLIP_ZPOS)) {
real_pos.z = clamp(real_pos.z, 0.0f, 1e30f);
local_pos.z = clamp(local_pos.z, 0.0f, 1.0f);
}
if (flag_test(grid_flag, CLIP_ZNEG)) {
real_pos.z = clamp(real_pos.z, -1e30f, 0.0f);
local_pos.z = clamp(local_pos.z, -1.0f, 0.0f);
}
gl_Position = drw_view().winmat * (drw_view().viewmat * float4(real_pos, 1.0f));
}