feat: setup antialising on grids
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@@ -1,4 +1,6 @@
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precision highp float;
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// For WebGL1 make sure this extension is enabled in your material:
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// #extension GL_OES_standard_derivatives : enable
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varying vec2 vUv;
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@@ -10,33 +12,45 @@ uniform vec2 zoomLimits;
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uniform vec3 backgroundColor;
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uniform vec3 lineColor;
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// Anti-aliased step: threshold in the same units as `value`
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float aaStep(float threshold, float value, float deriv) {
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float w = deriv * 0.5; // ~one pixel
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return smoothstep(threshold - w, threshold + w, value);
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}
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float grid(float x, float y, float divisions, float thickness) {
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x = fract(x * divisions);
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x = min(x, 1.0 - x);
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// Continuous grid coordinates
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float gx = x * divisions;
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float gy = y * divisions;
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float xdelta = fwidth(x);
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x = smoothstep(x - xdelta, x + xdelta, thickness);
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// Distance to nearest grid line (0 at the line)
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float fx = fract(gx);
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fx = min(fx, 1.0 - fx);
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float fy = fract(gy);
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fy = min(fy, 1.0 - fy);
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y = fract(y * divisions);
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y = min(y, 1.0 - y);
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// Derivatives in screen space – use the continuous coords here
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float dx = fwidth(gx);
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float dy = fwidth(gy);
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float ydelta = fwidth(y);
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y = smoothstep(y - ydelta, y + ydelta, thickness);
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// Keep the original semantics: thickness is the threshold in the [0, 0.5] distance domain
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float lineX = 1.0 - aaStep(thickness, fx, dx);
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float lineY = 1.0 - aaStep(thickness, fy, dy);
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return clamp(x + y, 0.0, 1.0);
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return clamp(lineX + lineY, 0.0, 1.0);
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}
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float circle_grid(float x, float y, float divisions, float circleRadius) {
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float gridX = mod(x + divisions * 0.5, divisions) - divisions * 0.5;
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float gridY = mod(y + divisions * 0.5, divisions) - divisions * 0.5;
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float gridX = mod(x + divisions/2.0, divisions) - divisions / 2.0;
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float gridY = mod(y + divisions/2.0, divisions) - divisions / 2.0;
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vec2 g = vec2(gridX, gridY);
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float d = length(g);
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// Calculate the distance from the center of the grid
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float gridDistance = length(vec2(gridX, gridY));
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// Use smoothstep to create a smooth transition at the edges of the circle
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float circle = 1.0 - smoothstep(circleRadius - 0.5, circleRadius + 0.5, gridDistance);
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// Screen-space derivative for AA on the circle edge
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float w = fwidth(d);
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float circle = 1.0 - smoothstep(circleRadius - w, circleRadius + w, d);
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return circle;
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}
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@@ -56,44 +70,43 @@ void main(void) {
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float minZ = zoomLimits.x;
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float maxZ = zoomLimits.y;
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float divisions = 0.1/cz;
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float thickness = 0.05/cz;
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float delta = 0.1 / 2.0;
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float divisions = 0.1 / cz;
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float thickness = 0.05 / cz;
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float nz = (cz - minZ) / (maxZ - minZ);
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float ux = (vUv.x-0.5) * width + cx*cz;
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float uy = (vUv.y-0.5) * height - cy*cz;
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float ux = (vUv.x - 0.5) * width + cx * cz;
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float uy = (vUv.y - 0.5) * height - cy * cz;
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//extra small grid
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float m1 = grid(ux, uy, divisions*4.0, thickness*4.0) * 0.9;
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float m2 = grid(ux, uy, divisions*16.0, thickness*16.0) * 0.5;
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// extra small grid
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float m1 = grid(ux, uy, divisions * 4.0, thickness * 4.0) * 0.9;
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float m2 = grid(ux, uy, divisions * 16.0, thickness * 16.0) * 0.5;
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float xsmall = max(m1, m2);
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float s3 = circle_grid(ux, uy, cz/1.6, 1.0) * 0.5;
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float s3 = circle_grid(ux, uy, cz / 1.6, 1.0) * 0.5;
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xsmall = max(xsmall, s3);
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// small grid
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float c1 = grid(ux, uy, divisions, thickness) * 0.6;
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float c2 = grid(ux, uy, divisions*2.0, thickness) * 0.5;
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float c1 = grid(ux, uy, divisions, thickness) * 0.6;
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float c2 = grid(ux, uy, divisions * 2.0, thickness * 2.0) * 0.5;
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float small = max(c1, c2);
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float s1 = circle_grid(ux, uy, cz*10.0, 2.0) * 0.5;
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float s1 = circle_grid(ux, uy, cz * 10.0, 2.0) * 0.5;
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small = max(small, s1);
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// large grid
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float c3 = grid(ux, uy, divisions/8.0, thickness/8.0) * 0.5;
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float c4 = grid(ux, uy, divisions/2.0, thickness/4.0) * 0.4;
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float c3 = grid(ux, uy, divisions / 8.0, thickness / 8.0) * 0.5;
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float c4 = grid(ux, uy, divisions / 2.0, thickness / 4.0) * 0.4;
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float large = max(c3, c4);
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float s2 = circle_grid(ux, uy, cz*20.0, 1.0) * 0.4;
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float s2 = circle_grid(ux, uy, cz * 20.0, 1.0) * 0.4;
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large = max(large, s2);
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float c = mix(large, small, min(nz*2.0+0.05, 1.0));
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c = mix(c, xsmall, max(min((nz-0.3)/0.7, 1.0), 0.0));
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float c = mix(large, small, min(nz * 2.0 + 0.05, 1.0));
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c = mix(c, xsmall, clamp((nz - 0.3) / 0.7, 0.0, 1.0));
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vec3 color = mix(backgroundColor, lineColor, c);
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gl_FragColor = vec4(color, 1.0);
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}
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