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- [shaders]
- vertex =
- uniform highp mat4 u_modelMatrix;
- uniform highp mat4 u_viewMatrix;
- uniform highp mat4 u_projectionMatrix;
- attribute highp vec4 a_vertex;
- attribute lowp vec2 a_uvs;
- varying lowp vec2 v_uvs;
- void main()
- {
- gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
- v_uvs = a_uvs;
- }
- fragment =
- #ifdef GL_ES
- #extension GL_OES_standard_derivatives : enable
- #ifdef GL_FRAGMENT_PRECISION_HIGH
- precision highp float;
- #else
- precision mediump float;
- #endif // GL_FRAGMENT_PRECISION_HIGH
- #endif // GL_ES
- uniform lowp vec4 u_plateColor;
- uniform lowp vec4 u_gridColor0;
- uniform lowp vec4 u_gridColor1;
- varying lowp vec2 v_uvs;
- void main()
- {
- vec2 coord = v_uvs.xy;
- // Compute anti-aliased world-space minor grid lines
- vec2 minorGrid = abs(fract(coord - 0.5) - 0.5) / fwidth(coord);
- float minorLine = min(minorGrid.x, minorGrid.y);
- vec4 minorGridColor = mix(u_plateColor, u_gridColor1, 1.0 - min(minorLine, 1.0));
- // Compute anti-aliased world-space major grid lines
- vec2 majorGrid = abs(fract(coord / 10.0 - 0.5) - 0.5) / fwidth(coord / 10.0);
- float majorLine = min(majorGrid.x, majorGrid.y);
- gl_FragColor = mix(minorGridColor, u_gridColor0, 1.0 - min(majorLine, 1.0));
- gl_FragColor.a = u_plateColor.a;
- }
- vertex41core =
- #version 410
- uniform highp mat4 u_modelMatrix;
- uniform highp mat4 u_viewMatrix;
- uniform highp mat4 u_projectionMatrix;
- in highp vec4 a_vertex;
- in lowp vec2 a_uvs;
- out lowp vec2 v_uvs;
- void main()
- {
- gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
- v_uvs = a_uvs;
- }
- fragment41core =
- #version 410
- uniform lowp vec4 u_plateColor;
- uniform lowp vec4 u_gridColor0;
- uniform lowp vec4 u_gridColor1;
- in lowp vec2 v_uvs;
- out vec4 frag_color;
- void main()
- {
- vec2 coord = v_uvs.xy;
- // Compute anti-aliased world-space minor grid lines
- vec2 minorGrid = abs(fract(coord - 0.5) - 0.5) / fwidth(coord);
- float minorLine = min(minorGrid.x, minorGrid.y);
- vec4 minorGridColor = mix(u_plateColor, u_gridColor1, 1.0 - min(minorLine, 1.0));
- // Compute anti-aliased world-space major grid lines
- vec2 majorGrid = abs(fract(coord / 10.0 - 0.5) - 0.5) / fwidth(coord / 10.0);
- float majorLine = min(majorGrid.x, majorGrid.y);
- frag_color = mix(minorGridColor, u_gridColor0, 1.0 - min(majorLine, 1.0));
- frag_color.a = u_plateColor.a;
- }
- [defaults]
- u_plateColor = [1.0, 1.0, 1.0, 1.0]
- u_gridColor0 = [0.96, 0.96, 0.96, 1.0]
- u_gridColor1 = [0.8, 0.8, 0.8, 1.0]
- [bindings]
- u_modelMatrix = model_matrix
- u_viewMatrix = view_matrix
- u_projectionMatrix = projection_matrix
- [attributes]
- a_vertex = vertex
- a_uvs = uv0
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