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// 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<GridU> 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);
}
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