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authorhachem <im@hachem.wtf>2026-08-19 01:46:58 +0200
committerhachem <im@hachem.wtf>2026-08-19 01:46:58 +0200
commit33babcfbb3b5721c2f355d01da2064ed8f9b7a52 (patch)
tree568126b3da42299f40983d47f586d495f0f5cb54 /assets/shaders/grid.slang
parent643e27c962745850f1632e014168f836eeab740d (diff)
feat: port the shaders from GLSL to Slang
Diffstat (limited to 'assets/shaders/grid.slang')
-rw-r--r--assets/shaders/grid.slang34
1 files changed, 34 insertions, 0 deletions
diff --git a/assets/shaders/grid.slang b/assets/shaders/grid.slang
new file mode 100644
index 0000000..ea7d263
--- /dev/null
+++ b/assets/shaders/grid.slang
@@ -0,0 +1,34 @@
+uniform float4x4 u_ViewProjection;
+uniform float4x4 u_Transform;
+uniform float u_GridSize;
+
+struct VSInput { float3 position : POSITION; };
+struct VSOutput { float4 position : SV_Position; };
+
+[shader("vertex")]
+VSOutput vertexMain(VSInput input)
+{
+ VSOutput output;
+ float3 scaledPosition = input.position * (u_GridSize / 50.0);
+ output.position = mul(u_ViewProjection, mul(u_Transform, float4(scaledPosition, 1.0)));
+ return output;
+}
+
+uniform float3 u_GridColor;
+uniform float u_GridAlpha;
+uniform float3 u_CameraPos;
+
+[shader("fragment")]
+float4 fragmentMain(VSOutput input) : SV_Target
+{
+ float dist = length(u_CameraPos);
+ float fadeFactor = 1.0 - clamp(dist / 100.0, 0.0, 0.8);
+
+ float3 color = u_GridColor;
+ float alpha = u_GridAlpha * fadeFactor;
+
+ float gridFade = 1.0 - clamp(dist / 50.0, 0.0, 0.9);
+ alpha *= gridFade;
+
+ return float4(color, alpha);
+}