From 3fd33ecff7472e4d6fc9e6b3905f56982e497ef2 Mon Sep 17 00:00:00 2001 From: hachem Date: Sun, 23 Aug 2026 17:21:37 +0200 Subject: [feat]: complete RHI api --- assets/shaders/grid.slang | 39 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 39 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..f549cb1 --- /dev/null +++ b/assets/shaders/grid.slang @@ -0,0 +1,39 @@ +// 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 +{ + float4x4 u_ViewProjection; + float4x4 u_Transform; + float u_GridSize; + float3 u_GridColor; + float u_GridAlpha; + float3 u_CameraPos; +}; +ConstantBuffer gu; + +struct VSInput { float3 position : POSITION; }; +struct VSOutput { float4 position : SV_Position; }; + +[shader("vertex")] +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))); + return output; +} + +[shader("fragment")] +float4 fragmentMain(VSOutput input) : SV_Target +{ + float dist = length(gu.u_CameraPos); + float fadeFactor = 1.0 - clamp(dist / 100.0, 0.0, 0.8); + + float3 color = gu.u_GridColor; + float alpha = gu.u_GridAlpha * fadeFactor; + + float gridFade = 1.0 - clamp(dist / 50.0, 0.0, 0.9); + alpha *= gridFade; + + return float4(color, alpha); +} -- cgit v1.3