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lingo3d

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Lingo3D is a React/Vue 3d game development framework that ships with a complete visual editor

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import { DoubleSide, Mesh, ShaderMaterial } from "three"; import { planeGeometry } from "../../display/primitives/Plane"; import { whiteColor } from "../../display/utils/reusables"; export default class InfiniteGridHelper extends Mesh { constructor(size1 = 1, size2 = 10, color = whiteColor, distance = 100, axes = "xzy") { const planeAxes = axes.substr(0, 2); const material = new ShaderMaterial({ side: DoubleSide, uniforms: { uSize1: { value: size1 }, uSize2: { value: size2 }, uColor: { value: color }, uDistance: { value: distance } }, transparent: true, vertexShader: ` varying vec3 worldPosition; uniform float uDistance; void main() { vec3 pos = position.${axes} * uDistance; pos.${planeAxes} += cameraPosition.${planeAxes}; worldPosition = pos; gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0); } `, fragmentShader: ` varying vec3 worldPosition; uniform float uSize1; uniform float uSize2; uniform vec3 uColor; uniform float uDistance; float getGrid(float size) { vec2 r = worldPosition.${planeAxes} / size; vec2 grid = abs(fract(r - 0.5) - 0.5) / fwidth(r); float line = min(grid.x, grid.y); return 1.0 - min(line, 1.0); } void main() { float d = 1.0 - min(distance(cameraPosition.${planeAxes}, worldPosition.${planeAxes}) / uDistance, 1.0); float g1 = getGrid(uSize1); float g2 = getGrid(uSize2); gl_FragColor = vec4(uColor.rgb, mix(g2, g1, g1) * pow(d, 3.0)); gl_FragColor.a = mix(0.5 * gl_FragColor.a, gl_FragColor.a, g2); if ( gl_FragColor.a <= 0.0 ) discard; } `, extensions: { derivatives: true } }); super(planeGeometry, material); this.frustumCulled = false; } } //# sourceMappingURL=InfiniteGridHelper.js.map