Antialiasing added to grid shaders
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65b4f7116c
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0ec5334b77
1 changed files with 6 additions and 6 deletions
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@ -24,7 +24,7 @@ uniform float divGridPointSize;
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float get_color_val_circle_point(float2 fCoord, float gScale, float gPointSize, float2 gClosestPoint) {
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float2 modCoord = mod(fCoord - gClosestPoint + float2(0.5 * gScale), float2(gScale));
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return step(distance(modCoord, float2(0.5 * gScale)), gPointSize);
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return 1.0 - smoothstep(gPointSize, gPointSize + 1.0, distance(modCoord, float2(0.5 * gScale)));
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}
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vec4 main(float2 fragCoord) {
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@ -51,8 +51,8 @@ uniform float divGridPointSize;
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float get_color_val_square_point(float2 fCoord, float gScale, float gPointSize, float2 gClosestPoint) {
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float2 modCoord = mod(fCoord - gClosestPoint + float2(0.5 * gScale), float2(gScale));
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float2 difToPointCenter = abs(modCoord - float2(0.5 * gScale));
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float m1 = step(difToPointCenter.x, gPointSize);
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float m2 = step(difToPointCenter.y, gPointSize);
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float m1 = 1.0 - smoothstep(gPointSize, gPointSize + 1.0, difToPointCenter.x);
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float m2 = 1.0 - smoothstep(gPointSize, gPointSize + 1.0, difToPointCenter.y);
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return m1 * m2;
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}
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@ -80,8 +80,8 @@ uniform float divGridPointSize;
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float get_color_val_square_lines(float2 fCoord, float gScale, float gPointSize, float2 gClosestPoint) {
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float2 modCoord = mod(fCoord - gClosestPoint + float2(0.5 * gScale), float2(gScale));
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float2 difToPointCenter = abs(modCoord - float2(0.5 * gScale));
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float m1 = step(difToPointCenter.x, gPointSize);
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float m2 = step(difToPointCenter.y, gPointSize);
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float m1 = 1.0 - smoothstep(gPointSize, gPointSize + 1.0, difToPointCenter.x);
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float m2 = 1.0 - smoothstep(gPointSize, gPointSize + 1.0, difToPointCenter.y);
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return max(m1, m2);
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}
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@ -109,7 +109,7 @@ uniform float divGridPointSize;
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float get_color_val_ruled(float2 fCoord, float gScale, float gPointSize, float2 gClosestPoint) {
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float2 modCoord = mod(fCoord - gClosestPoint + float2(0.5 * gScale), float2(gScale));
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float2 difToPointCenter = abs(modCoord - float2(0.5 * gScale));
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return step(difToPointCenter.y, gPointSize);
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return 1.0 - smoothstep(gPointSize, gPointSize + 1.0, difToPointCenter.y);
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}
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vec4 main(float2 fragCoord) {
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float mainGridColor = get_color_val_ruled(fragCoord, mainGridScale, mainGridPointSize, mainGridClosestPoint);
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