Constant SHADER
Source pub const SHADER: &str = r#"// Procedural XY grid plane shader (CAD-like helper)
struct Uniforms {
view_proj: mat4x4<f32>,
model: mat4x4<f32>,
normal_matrix: mat3x4<f32>,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
struct GridParams {
major_step: f32,
minor_step: f32,
fade_start: f32,
fade_end: f32,
camera_pos: vec3<f32>,
_pad0: f32,
target_pos: vec3<f32>,
_pad1: f32,
major_color: vec4<f32>,
minor_color: vec4<f32>,
}
@group(1) @binding(0)
var<uniform> grid: GridParams;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
@location(2) normal: vec3<f32>,
@location(3) tex_coords: vec2<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_position: vec3<f32>,
}
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
let world_position = uniforms.model * vec4<f32>(input.position, 1.0);
out.clip_position = uniforms.view_proj * world_position;
out.world_position = world_position.xyz;
return out;
}
fn grid_line(coord: f32, step: f32) -> f32 {
if !(step > 0.0) {
return 0.0;
}
let u = coord / step;
let f = fract(u);
let d = min(f, 1.0 - f); // distance to nearest integer grid line in [0, 0.5]
let w = fwidth(u);
// 1-pixel-ish antialiased line in param space
return 1.0 - smoothstep(0.0, w * 1.5, d);
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
let x = input.world_position.x;
let y = input.world_position.y;
let minor = max(grid_line(x, grid.minor_step), grid_line(y, grid.minor_step));
let major = max(grid_line(x, grid.major_step), grid_line(y, grid.major_step));
let minor_only = minor * (1.0 - major);
// Fade out towards edges of the grid patch (and keep it subtle when very large).
let dxy = length(vec2<f32>(x - grid.target_pos.x, y - grid.target_pos.y));
let fade = 1.0 - smoothstep(grid.fade_start, grid.fade_end, dxy);
let c = grid.major_color * major + grid.minor_color * minor_only;
return vec4<f32>(c.rgb, c.a * fade);
}
"#;