@tomorrowevening/hermes
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An extendable set of Web Tools controlled via a separate window for non-intereference with content.
79 lines (59 loc) • 4.37 kB
JavaScript
"use strict";const i=require("three"),t=`out vec3 worldPosition;
uniform float uDistance;
void main() {
// Scale the plane by the drawing distance
worldPosition = position.xzy * uDistance;
worldPosition.xz += cameraPosition.xz;
gl_Position = projectionMatrix * modelViewMatrix * vec4(worldPosition, 1.0);
}`,a=`out vec4 fragColor;
in vec3 worldPosition;
uniform float uDivisions;
uniform float uScale;
uniform vec3 uColor;
uniform float uDistance;
uniform float uGridOpacity;
uniform float uSubgridOpacity;
float getGrid(float gapSize) {
vec2 worldPositionByDivision = worldPosition.xz / gapSize;
// Inverted, 0 where line, >1 where there's no line
// We use the worldPosition (which in this case we use similarly to UVs) differential to control the anti-aliasing
// We need to do the -0.5)-0.5 trick because the result fades out from 0 to 1, and we want both
// worldPositionByDivision == 0.3 and worldPositionByDivision == 0.7 to result in the same fade, i.e. 0.3,
// otherwise only one side of the line will be anti-aliased
vec2 grid = abs(fract(worldPositionByDivision-0.5)-0.5) / fwidth(worldPositionByDivision) / 2.0;
float gridLine = min(grid.x, grid.y);
// Uninvert and clamp
return 1.0 - min(gridLine, 1.0);
}
void main() {
float cameraDistanceToGridPlane = max(200.0, distance(cameraPosition.y, worldPosition.y));
float cameraDistanceToFragmentOnGridPlane = distance(cameraPosition.xyz, worldPosition.xyz);
// The size of the grid and subgrid are powers of each other and they are determined based on camera distance.
// The current grid will become the next subgrid when it becomes too small, and its next power becomes the new grid.
float subGridPower = pow(uDivisions, floor(log(cameraDistanceToGridPlane) / log(uDivisions)));
float gridPower = subGridPower * uDivisions;
// If we want to fade both the grid and its subgrid, we need to displays 3 different opacities, with the next grid being the third
float nextGridPower = gridPower * uDivisions;
// 1 where grid, 0 where no grid
float subgrid = getGrid(subGridPower * uScale);
float grid = getGrid(gridPower * uScale);
float nextGrid = getGrid(nextGridPower * uScale);
// Where we are between the introduction of the current grid power and when we switch to the next grid power
float stepPercentage = (cameraDistanceToGridPlane - subGridPower)/(gridPower - subGridPower);
// The last x percentage of the current step over which we want to fade
float fadeRange = 0.3;
// We calculate the fade percentage from the step percentage and the fade range
float fadePercentage = max(stepPercentage - 1.0 + fadeRange, 0.0) / fadeRange;
// Set base opacity based on how close we are to the drawing distance, with a cubic falloff
float baseOpacity = subgrid * pow(1.0 - min(cameraDistanceToFragmentOnGridPlane / uDistance, 1.0), 3.0);
// Shade the subgrid
fragColor = vec4(uColor.rgb, (baseOpacity - fadePercentage) * uSubgridOpacity);
// Somewhat arbitrary additional fade coefficient to counter anti-aliasing popping when switching between grid powers
float fadeCoefficient = 0.5;
// Shade the grid
fragColor.a = mix(fragColor.a, baseOpacity * uGridOpacity - fadePercentage * (uGridOpacity - uSubgridOpacity) * fadeCoefficient, grid);
// Shade the next grid
fragColor.a = mix(fragColor.a, baseOpacity * uGridOpacity, nextGrid);
if (fragColor.a <= minAlpha) discard;
}`;class o extends i.ShaderMaterial{constructor(e){super({extensions:{derivatives:!0},uniforms:{uScale:{value:e?.scale!==void 0?e?.scale:.1},uDivisions:{value:e?.divisions!==void 0?e?.divisions:10},uColor:{value:e?.color!==void 0?e?.color:new i.Color(16777215)},uDistance:{value:e?.distance!==void 0?e?.distance:1e4},uSubgridOpacity:{value:e?.subgridOpacity!==void 0?e?.subgridOpacity:.15},uGridOpacity:{value:e?.gridOpacity!==void 0?e?.gridOpacity:.25}},glslVersion:i.GLSL3,side:i.DoubleSide,transparent:!0,name:"InfiniteGrid",vertexShader:t,fragmentShader:a})}get color(){return this.uniforms.uColor.value}set color(e){this.uniforms.uColor.value=e}get gridOpacity(){return this.uniforms.uGridOpacity.value}set gridOpacity(e){this.uniforms.uGridOpacity.value=e}get subgridOpacity(){return this.uniforms.uSubgridOpacity.value}set subgridOpacity(e){this.uniforms.uSubgridOpacity.value=e}}module.exports=o;