feat: setup antialising on grids
This commit is contained in:
@@ -1,4 +1,6 @@
|
|||||||
precision highp float;
|
precision highp float;
|
||||||
|
// For WebGL1 make sure this extension is enabled in your material:
|
||||||
|
// #extension GL_OES_standard_derivatives : enable
|
||||||
|
|
||||||
varying vec2 vUv;
|
varying vec2 vUv;
|
||||||
|
|
||||||
@@ -10,33 +12,45 @@ uniform vec2 zoomLimits;
|
|||||||
uniform vec3 backgroundColor;
|
uniform vec3 backgroundColor;
|
||||||
uniform vec3 lineColor;
|
uniform vec3 lineColor;
|
||||||
|
|
||||||
|
// Anti-aliased step: threshold in the same units as `value`
|
||||||
|
float aaStep(float threshold, float value, float deriv) {
|
||||||
|
float w = deriv * 0.5; // ~one pixel
|
||||||
|
return smoothstep(threshold - w, threshold + w, value);
|
||||||
|
}
|
||||||
|
|
||||||
float grid(float x, float y, float divisions, float thickness) {
|
float grid(float x, float y, float divisions, float thickness) {
|
||||||
x = fract(x * divisions);
|
// Continuous grid coordinates
|
||||||
x = min(x, 1.0 - x);
|
float gx = x * divisions;
|
||||||
|
float gy = y * divisions;
|
||||||
|
|
||||||
float xdelta = fwidth(x);
|
// Distance to nearest grid line (0 at the line)
|
||||||
x = smoothstep(x - xdelta, x + xdelta, thickness);
|
float fx = fract(gx);
|
||||||
|
fx = min(fx, 1.0 - fx);
|
||||||
|
float fy = fract(gy);
|
||||||
|
fy = min(fy, 1.0 - fy);
|
||||||
|
|
||||||
y = fract(y * divisions);
|
// Derivatives in screen space – use the continuous coords here
|
||||||
y = min(y, 1.0 - y);
|
float dx = fwidth(gx);
|
||||||
|
float dy = fwidth(gy);
|
||||||
|
|
||||||
float ydelta = fwidth(y);
|
// Keep the original semantics: thickness is the threshold in the [0, 0.5] distance domain
|
||||||
y = smoothstep(y - ydelta, y + ydelta, thickness);
|
float lineX = 1.0 - aaStep(thickness, fx, dx);
|
||||||
|
float lineY = 1.0 - aaStep(thickness, fy, dy);
|
||||||
|
|
||||||
return clamp(x + y, 0.0, 1.0);
|
return clamp(lineX + lineY, 0.0, 1.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
float circle_grid(float x, float y, float divisions, float circleRadius) {
|
float circle_grid(float x, float y, float divisions, float circleRadius) {
|
||||||
|
float gridX = mod(x + divisions * 0.5, divisions) - divisions * 0.5;
|
||||||
|
float gridY = mod(y + divisions * 0.5, divisions) - divisions * 0.5;
|
||||||
|
|
||||||
float gridX = mod(x + divisions/2.0, divisions) - divisions / 2.0;
|
vec2 g = vec2(gridX, gridY);
|
||||||
float gridY = mod(y + divisions/2.0, divisions) - divisions / 2.0;
|
float d = length(g);
|
||||||
|
|
||||||
// Calculate the distance from the center of the grid
|
// Screen-space derivative for AA on the circle edge
|
||||||
float gridDistance = length(vec2(gridX, gridY));
|
float w = fwidth(d);
|
||||||
|
|
||||||
// Use smoothstep to create a smooth transition at the edges of the circle
|
|
||||||
float circle = 1.0 - smoothstep(circleRadius - 0.5, circleRadius + 0.5, gridDistance);
|
|
||||||
|
|
||||||
|
float circle = 1.0 - smoothstep(circleRadius - w, circleRadius + w, d);
|
||||||
return circle;
|
return circle;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -58,14 +72,12 @@ void main(void) {
|
|||||||
|
|
||||||
float divisions = 0.1 / cz;
|
float divisions = 0.1 / cz;
|
||||||
float thickness = 0.05 / cz;
|
float thickness = 0.05 / cz;
|
||||||
float delta = 0.1 / 2.0;
|
|
||||||
|
|
||||||
float nz = (cz - minZ) / (maxZ - minZ);
|
float nz = (cz - minZ) / (maxZ - minZ);
|
||||||
|
|
||||||
float ux = (vUv.x - 0.5) * width + cx * cz;
|
float ux = (vUv.x - 0.5) * width + cx * cz;
|
||||||
float uy = (vUv.y - 0.5) * height - cy * cz;
|
float uy = (vUv.y - 0.5) * height - cy * cz;
|
||||||
|
|
||||||
|
|
||||||
// extra small grid
|
// extra small grid
|
||||||
float m1 = grid(ux, uy, divisions * 4.0, thickness * 4.0) * 0.9;
|
float m1 = grid(ux, uy, divisions * 4.0, thickness * 4.0) * 0.9;
|
||||||
float m2 = grid(ux, uy, divisions * 16.0, thickness * 16.0) * 0.5;
|
float m2 = grid(ux, uy, divisions * 16.0, thickness * 16.0) * 0.5;
|
||||||
@@ -76,7 +88,7 @@ void main(void) {
|
|||||||
|
|
||||||
// small grid
|
// small grid
|
||||||
float c1 = grid(ux, uy, divisions, thickness) * 0.6;
|
float c1 = grid(ux, uy, divisions, thickness) * 0.6;
|
||||||
float c2 = grid(ux, uy, divisions*2.0, thickness) * 0.5;
|
float c2 = grid(ux, uy, divisions * 2.0, thickness * 2.0) * 0.5;
|
||||||
float small = max(c1, c2);
|
float small = max(c1, c2);
|
||||||
|
|
||||||
float s1 = circle_grid(ux, uy, cz * 10.0, 2.0) * 0.5;
|
float s1 = circle_grid(ux, uy, cz * 10.0, 2.0) * 0.5;
|
||||||
@@ -91,9 +103,10 @@ void main(void) {
|
|||||||
large = max(large, s2);
|
large = max(large, s2);
|
||||||
|
|
||||||
float c = mix(large, small, min(nz * 2.0 + 0.05, 1.0));
|
float c = mix(large, small, min(nz * 2.0 + 0.05, 1.0));
|
||||||
c = mix(c, xsmall, max(min((nz-0.3)/0.7, 1.0), 0.0));
|
c = mix(c, xsmall, clamp((nz - 0.3) / 0.7, 0.0, 1.0));
|
||||||
|
|
||||||
vec3 color = mix(backgroundColor, lineColor, c);
|
vec3 color = mix(backgroundColor, lineColor, c);
|
||||||
|
|
||||||
gl_FragColor = vec4(color, 1.0);
|
gl_FragColor = vec4(color, 1.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user