grid size scale with zoom
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2 changed files with 55 additions and 2 deletions
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@ -8,6 +8,55 @@ let grid_color: vec4<f32> = vec4<f32>(1.0, 1.0, 1.0, 0.3);
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let x_color: vec4<f32> = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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let y_color :vec4<f32> = vec4<f32>(0.0, 1.0, 0.0, 1.0);
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#import bevy_sprite::mesh2d_view_bindings
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#import bevy_sprite::mesh2d_bindings
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// NOTE: Bindings must come before functions that use them!
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#import bevy_sprite::mesh2d_functions
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struct Vertex {
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@location(0) position: vec3<f32>,
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@location(1) normal: vec3<f32>,
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@location(2) uv: vec2<f32>,
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#ifdef VERTEX_TANGENTS
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@location(3) tangent: vec4<f32>,
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#endif
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#ifdef VERTEX_COLORS
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@location(4) color: vec4<f32>,
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#endif
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@builtin(vertex_index) index: u32,
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};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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#import bevy_sprite::mesh2d_vertex_output
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}
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@vertex
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fn vertex(vertex: Vertex) -> VertexOutput {
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var out: VertexOutput;
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out.uv = vertex.uv;
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out.world_position = mesh2d_position_local_to_world(mesh.model, vec4<f32>(vertex.position, 1.0));
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out.clip_position = mesh2d_position_world_to_clip(out.world_position);
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var grid_plane = array<vec3<f32>, 4>(
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vec3<f32>(-1., -1., 1.),
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vec3<f32>(-1., 1., 1.),
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vec3<f32>(1., -1., 1.),
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vec3<f32>(1., 1., 1.)
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);
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out.clip_position = vec4<f32>(grid_plane[vertex.index].xyz, 1.0);
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out.world_normal = mesh2d_normal_local_to_world(vertex.normal);
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#ifdef VERTEX_TANGENTS
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out.world_tangent = mesh2d_tangent_local_to_world(vertex.tangent);
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#endif
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#ifdef VERTEX_COLORS
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out.color = vertex.color;
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#endif
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return out;
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}
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@fragment
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fn fragment(
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@builtin(position) position: vec4<f32>,
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