1 2/* Infinite grid 3 * Clément Foucault */ 4 5uniform vec3 planeAxes; 6uniform vec3 gridSize; 7 8uniform int gridFlag; 9 10#define PLANE_XY (1 << 4) 11#define PLANE_XZ (1 << 5) 12#define PLANE_YZ (1 << 6) 13#define CLIP_Z_POS (1 << 7) 14#define CLIP_Z_NEG (1 << 8) 15#define PLANE_IMAGE (1 << 11) 16in vec3 pos; 17 18out vec3 local_pos; 19 20void main() 21{ 22 vec3 vert_pos; 23 24 /* Project camera pos to the needed plane */ 25 if ((gridFlag & PLANE_XY) != 0) { 26 vert_pos = vec3(pos.x, pos.y, 0.0); 27 } 28 else if ((gridFlag & PLANE_XZ) != 0) { 29 vert_pos = vec3(pos.x, 0.0, pos.y); 30 } 31 else if ((gridFlag & PLANE_YZ) != 0) { 32 vert_pos = vec3(0.0, pos.x, pos.y); 33 } 34 else /* PLANE_IMAGE */ { 35 vert_pos = vec3(pos.xy * 0.5 + 0.5, 0.0); 36 } 37 38 local_pos = vert_pos; 39 40 vec3 real_pos = cameraPos * planeAxes + vert_pos * gridSize; 41 42 /* Used for additional Z axis */ 43 if ((gridFlag & CLIP_Z_POS) != 0) { 44 real_pos.z = clamp(real_pos.z, 0.0, 1e30); 45 local_pos.z = clamp(local_pos.z, 0.0, 1.0); 46 } 47 if ((gridFlag & CLIP_Z_NEG) != 0) { 48 real_pos.z = clamp(real_pos.z, -1e30, 0.0); 49 local_pos.z = clamp(local_pos.z, -1.0, 0.0); 50 } 51 52 gl_Position = ViewProjectionMatrix * vec4(real_pos, 1.0); 53} 54