-- Grid shader from https://bgolus.medium.com/the-best-darn-grid-shader-yet-727f9278b9d8
-- Compared to the simpler Grid example, this example:
-- * Supports custom line widths
-- * Has world-space lines instead of lines that are always the same thickness
-- * Has better antialiasing, especially at the horizon
function lovr.load()
shader = lovr.graphics.newShader([[
out vec2 scale;
vec4 lovrmain() {
scale = vec2(length(Transform[0]), length(Transform[1]));
return DefaultPosition;
}
]], [[
uniform float lineWidth;
uniform vec3 background;
uniform vec3 foreground;
in vec2 scale;
vec4 lovrmain() {
vec2 uv = (UV - 1.) * scale;
vec4 uvDDXY = vec4(dFdx(uv), dFdy(uv));
vec2 uvDeriv = vec2(length(uvDDXY.xz), length(uvDDXY.yw));
vec2 drawWidth = clamp(vec2(lineWidth), uvDeriv, vec2(.5));
vec2 lineAA = uvDeriv * 1.5;
vec2 gridUV = 1.0 - abs(fract(uv) * 2. - 1.);
vec2 grid2 = smoothstep(lineWidth + lineAA, lineWidth - lineAA, gridUV);
grid2 *= clamp(lineWidth / drawWidth, 0., 1.);
grid2 = mix(grid2, vec2(lineWidth), clamp(uvDeriv * 2. - 1., 0., 1.));
float grid = mix(grid2.x, 1., grid2.y);
vec3 rgb = mix(gammaToLinear(background), gammaToLinear(foreground), grid);
return vec4(rgb, 1.);
}
]])
end
function lovr.draw(pass)
pass:setShader(shader)
pass:send('lineWidth', .005)
pass:send('background', { .05, .05, .05 })
pass:send('foreground', { .5, .5, .5 })
pass:plane(0, 0, 0, 200, 200, -math.pi / 2, 1, 0, 0)
end