diff options
| author | hachem <im@hachem.wtf> | 2026-08-24 17:07:54 +0200 |
|---|---|---|
| committer | hachem <im@hachem.wtf> | 2026-08-24 17:07:54 +0200 |
| commit | 06398a7a176e123506de6e8851866a8bec0b3427 (patch) | |
| tree | 7167ef4818f2c224840122961882efb5ec26c80b /assets/shaders/grid.slang | |
| parent | 1c85c2ecaa826afd8bf80f93741cf1b2deba5798 (diff) | |
[chore]: cleanup shaders
Diffstat (limited to 'assets/shaders/grid.slang')
| -rw-r--r-- | assets/shaders/grid.slang | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/assets/shaders/grid.slang b/assets/shaders/grid.slang index f549cb1..8dc4362 100644 --- a/assets/shaders/grid.slang +++ b/assets/shaders/grid.slang @@ -1,15 +1,15 @@ // Reference grid on the XZ plane. Uniforms live in a ConstantBuffer (UBO) so both // backends drive it through the same RHI path (bind a uniform buffer at binding 0). -struct GridU +struct Grid { - float4x4 u_ViewProjection; - float4x4 u_Transform; - float u_GridSize; - float3 u_GridColor; - float u_GridAlpha; - float3 u_CameraPos; + float4x4 u_view_projection; + float4x4 u_transform; + float u_grid_size; + float3 u_grid_color; + float u_grid_alpha; + float3 u_camera_pos; }; -ConstantBuffer<GridU> gu; +ConstantBuffer<Grid> gu; struct VSInput { float3 position : POSITION; }; struct VSOutput { float4 position : SV_Position; }; @@ -18,19 +18,19 @@ struct VSOutput { float4 position : SV_Position; }; VSOutput vertexMain(VSInput input) { VSOutput output; - float3 scaledPosition = input.position * (gu.u_GridSize / 50.0); - output.position = mul(gu.u_ViewProjection, mul(gu.u_Transform, float4(scaledPosition, 1.0))); + float3 scaledPosition = input.position * (gu.u_grid_size / 50.0); + output.position = mul(gu.u_view_projection, mul(gu.u_transform, float4(scaledPosition, 1.0))); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) : SV_Target { - float dist = length(gu.u_CameraPos); + float dist = length(gu.u_camera_pos); float fadeFactor = 1.0 - clamp(dist / 100.0, 0.0, 0.8); - float3 color = gu.u_GridColor; - float alpha = gu.u_GridAlpha * fadeFactor; + float3 color = gu.u_grid_color; + float alpha = gu.u_grid_alpha * fadeFactor; float gridFade = 1.0 - clamp(dist / 50.0, 0.0, 0.9); alpha *= gridFade; |
