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board grid lines
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#version 330 core
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out vec4 FragColor;
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uniform mat4 transform;
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uniform float resolution;
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void main()
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{
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// Define the size of the grid
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int gridSize = 9;
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// Calculate the step size for the grid lines
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float stepSize = 2.0 / float(gridSize);
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// Calculate the UV coordinates of the current fragment
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vec2 uv = (gl_FragCoord * transform).xy / vec2(resolution, resolution); // Adjust the resolution as needed
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// Calculate the coordinates of the current fragment in the [-1, 1] range
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float fragCoordX = (uv.x - 0.5) * (2.0 / transform[0][0]) - 1.0;
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float fragCoordY = (uv.y - 0.5) * (2.0 / transform[1][1]) - 1.0;
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// Initialize colors for grid lines and background
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vec3 gridColor = vec3(0.4, 0.4, 0.4);
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vec3 gridColorThick = vec3(0.2, 0.2, 0.2);
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bool isInsideGridHorizontally = (fragCoordX >= -2.0 && fragCoordX <= 0.0);
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bool isInsideGridVertically = (fragCoordY >= -2.0 && fragCoordY <= 0.0);
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bool isInsideGrid = isInsideGridHorizontally && isInsideGridVertically;
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// Determine if the current fragment is on a thicker grid line
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bool isThickLineX = isInsideGrid && mod(fragCoordX, stepSize * 3) < 0.01;
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bool isThickLineY = isInsideGrid && mod(fragCoordY, stepSize * 3) < 0.01;
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// Check if the current fragment is on a grid line
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bool isGridX = isInsideGrid && mod(fragCoordX, stepSize) < 0.005;
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bool isGridY = isInsideGrid && mod(fragCoordY, stepSize) < 0.005;
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// Set the fragment color based on whether it's a grid line or a thicker grid line
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if ((isThickLineX) || (isThickLineY)) {
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FragColor = vec4(gridColorThick, 1.0);
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} else if (isGridX || isGridY) {
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FragColor = vec4(gridColor, 1.0);
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} else {
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discard;
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}
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}
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@@ -0,0 +1,12 @@
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#version 330 core
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uniform mat4 transform;
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vec3 gridPlane[6] = vec3[](
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vec3(1, 1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
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vec3(-1, -1, 0), vec3(1, 1, 0), vec3(1, -1, 0)
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);
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void main() {
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vec3 p = gridPlane[gl_VertexID].xyz;
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gl_Position = vec4(p, 1.0f);
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}
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