#version 330 core in vec3 nearPoint; in vec3 farPoint; out vec4 FragColor; uniform mat4 projection; uniform mat4 view; uniform float near; uniform float far; vec4 grid(vec3 fragPos3D, float scale, float lineWidth, float lineOpacity) { vec2 coord = fragPos3D.xz * scale; // use the scale variable to set the distance between the lines vec2 derivative = fwidth(coord); vec2 grid = abs(fract(coord - 0.5) - 0.5) / derivative; float line = min(grid.x, grid.y); float minimumz = min(derivative.y, 1); float minimumx = min(derivative.x, 1); vec4 color = vec4(0.2, 0.2, 0.2, lineOpacity * (1.0 - min(line, 1.0))); // z axis if(abs(fragPos3D.x) < lineWidth * minimumx) color.z = 1.0; // x axis if(abs(fragPos3D.z) < lineWidth * minimumz) color.x = 1.0; return color; } float computeDepth(vec3 pos) { vec4 clip_space_pos = projection * view * vec4(pos.xyz, 1.0); return (clip_space_pos.z / clip_space_pos.w); } float computeLinearDepth(vec3 pos) { vec4 clip_space_pos = projection * view * vec4(pos.xyz, 1.0); float clip_space_depth = (clip_space_pos.z / clip_space_pos.w) * 2.0 - 1.0; // put back between -1 and 1 float linearDepth = (2.0 * near * far) / (far + near - clip_space_depth * (far - near)); // get linear value between 0.01 and 100 return linearDepth / far; // normalize } void main() { float t = -nearPoint.y / (farPoint.y - nearPoint.y); vec3 fragPos3D = nearPoint + t * (farPoint - nearPoint); //gl_FragDepth = computeDepth(fragPos3D); // above depth calculation is buggy // see https://stackoverflow.com/questions/72791713/issues-with-infinite-grid-in-opengl-4-5-with-glsl // for solution gl_FragDepth = ((gl_DepthRange.diff * computeDepth(fragPos3D)) + gl_DepthRange.near + gl_DepthRange.far) / 2.0; float linearDepth = computeLinearDepth(fragPos3D); float fading = max(0, (0.5 - linearDepth)); float lineWidth = 0.1; // width of the grid lines in world space units float lineOpacity = 0.7; // opacity of the grid lines // Compute the grid colors at different resolutions and blend them together FragColor = (grid(fragPos3D, 5, lineWidth, lineOpacity) + grid(fragPos3D, 0.5, lineWidth, lineOpacity)) * float(t > 0); // Fade the grid out as it gets farther away FragColor.a *= fading; }