From f7e05555fb4ff6d8e51bdb5734db4dab1841d593 Mon Sep 17 00:00:00 2001 From: hachem Date: Wed, 19 Aug 2026 02:02:20 +0200 Subject: [feat]: migrate to slang from glsl --- Assets/Shaders/Grid.slang | 34 ++++++++++++++++++++++++++++++++++ 1 file changed, 34 insertions(+) create mode 100644 Assets/Shaders/Grid.slang (limited to 'Assets/Shaders/Grid.slang') 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); +} -- cgit v1.3