// 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 Grid { float4x4 u_view_projection; float4x4 u_transform; float u_grid_size; float3 u_grid_color; float u_grid_alpha; float3 u_camera_pos; }; 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_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_camera_pos); float fadeFactor = 1.0 - clamp(dist / 100.0, 0.0, 0.8); 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; return float4(color, alpha); }