// Grid shader for ground plane
struct CameraUniform {
view_proj: mat4x4<f32>,
eye: vec4<f32>,
};
@group(0) @binding(0)
var<uniform> camera: CameraUniform;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) color: vec3<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_position: vec3<f32>,
};
@vertex
fn vs_grid(input: VertexInput) -> VertexOutput {
var output: VertexOutput;
let world_pos = vec4<f32>(input.position, 1.0);
output.clip_position = camera.view_proj * world_pos;
output.world_position = input.position;
return output;
}
@fragment
fn fs_grid(input: VertexOutput) -> @location(0) vec4<f32> {
// Grid pattern
let grid_size = 0.1;
let line_width = 0.005;
let fx = abs(fract(input.world_position.x / grid_size + 0.5) - 0.5);
let fz = abs(fract(input.world_position.z / grid_size + 0.5) - 0.5);
let line = min(fx, fz);
let alpha = 1.0 - smoothstep(0.0, line_width / grid_size, line);
// Axis lines (thicker)
let axis_width = 0.01;
let ax = smoothstep(axis_width, 0.0, abs(input.world_position.x));
let az = smoothstep(axis_width, 0.0, abs(input.world_position.z));
var color = vec3<f32>(0.3, 0.3, 0.3);
if ax > 0.5 {
color = vec3<f32>(0.0, 0.0, 0.8); // Z axis = blue
}
if az > 0.5 {
color = vec3<f32>(0.8, 0.0, 0.0); // X axis = red
}
let final_alpha = max(alpha * 0.5, max(ax, az) * 0.8);
return vec4<f32>(color, final_alpha);
}