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-rw-r--r--assets/shaders/generated/grid.glsl45
1 files changed, 45 insertions, 0 deletions
diff --git a/assets/shaders/generated/grid.glsl b/assets/shaders/generated/grid.glsl
new file mode 100644
index 0000000..b69779e
--- /dev/null
+++ b/assets/shaders/generated/grid.glsl
@@ -0,0 +1,45 @@
+#type vertex
+#version 410
+
+layout(std140) uniform Grid
+{
+ layout(row_major) mat4 u_view_projection;
+ layout(row_major) mat4 u_transform;
+ float u_grid_size;
+ vec3 u_grid_color;
+ float u_grid_alpha;
+ vec3 u_camera_pos;
+} gu;
+
+layout(location = 0) in vec3 input_position;
+
+mat4 spvWorkaroundRowMajor(mat4 wrap) { return wrap; }
+
+void main()
+{
+ gl_Position = (vec4(input_position * (gu.u_grid_size * 0.0199999995529651641845703125), 1.0) * spvWorkaroundRowMajor(gu.u_transform)) * spvWorkaroundRowMajor(gu.u_view_projection);
+}
+
+
+#type fragment
+#version 410
+
+layout(std140) uniform Grid
+{
+ layout(row_major) mat4 u_view_projection;
+ layout(row_major) mat4 u_transform;
+ float u_grid_size;
+ vec3 u_grid_color;
+ float u_grid_alpha;
+ vec3 u_camera_pos;
+} gu;
+
+layout(location = 0) out vec4 entryPointParam_fragmentMain;
+
+void main()
+{
+ float _17 = length(gu.u_camera_pos);
+ entryPointParam_fragmentMain = vec4(gu.u_grid_color, (gu.u_grid_alpha * (1.0 - clamp(_17 * 0.00999999977648258209228515625, 0.0, 0.800000011920928955078125))) * (1.0 - clamp(_17 * 0.0199999995529651641845703125, 0.0, 0.89999997615814208984375)));
+}
+
+