Updated to 4.4

This commit is contained in:
Sch1nken 2025-02-26 23:27:07 +01:00
parent eaa26d1361
commit 1aff15069a
151 changed files with 593 additions and 100 deletions

View file

@ -15,22 +15,22 @@ float pristineGrid( vec2 uv, vec2 lineWidth)
{
vec2 ddx = dFdx(uv);
vec2 ddy = dFdy(uv);
vec2 uvDeriv = vec2(length(vec2(ddx.x, ddy.x)), length(vec2(ddx.y, ddy.y)));
bvec2 invertLine = bvec2(lineWidth.x > 0.5, lineWidth.y > 0.5);
vec2 targetWidth = vec2(
invertLine.x ? 1.0 - lineWidth.x : lineWidth.x,
invertLine.y ? 1.0 - lineWidth.y : lineWidth.y
);
vec2 drawWidth = clamp(targetWidth, uvDeriv, vec2(0.5));
vec2 lineAA = uvDeriv * 1.5;
vec2 gridUV = abs(fract(uv) * 2.0 - 1.0);
gridUV.x = invertLine.x ? gridUV.x : 1.0 - gridUV.x;
gridUV.y = invertLine.y ? gridUV.y : 1.0 - gridUV.y;
vec2 grid2 = smoothstep(drawWidth + lineAA, drawWidth - lineAA, gridUV);
grid2 *= clamp(targetWidth / drawWidth, 0.0, 1.0);
@ -40,18 +40,18 @@ float pristineGrid( vec2 uv, vec2 lineWidth)
return mix(grid2.x, 1.0, grid2.y);
}
void vertex()
void vertex()
{
//UV = VERTEX.xz;
}
void fragment()
void fragment()
{
vec3 grid_0 = vec3(pristineGrid(UV * float(scale_0), vec2(line_scale_0)));
vec3 grid_1 = vec3(pristineGrid(UV * float(scale_1), vec2(line_scale_1)));
vec3 grid_3 = mix(grid_1 * color_1.rgb, grid_0 * color_0.rgb, grid_0);
ALBEDO = grid_3;
ALPHA = 1.5;
}