update grid material
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@@ -9,14 +9,17 @@ material {
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{
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type: float,
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name: lineSize
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},
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{
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type: float3,
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name: gridColor
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}
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],
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depthWrite : true,
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depthCulling : true,
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doubleSided: true,
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doubleSided: false,
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shadingModel : unlit,
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blending : transparent,
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transparency: twoPassesOneSide,
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variantFilter : [ dynamicLighting, directionalLighting, shadowReceiver, skinning, ssr, stereo ],
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culling : none,
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instanced : false,
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@@ -80,7 +83,8 @@ fragment {
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float fade = 1.0 - angle;
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fade *= 0.5 - smoothstep(0.0, materialParams.distance, dist - materialParams.distance);
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float gridA = getGrid(P.xz, fwidthPos.xz, vec2(1.0, 1.0), materialParams.lineSize);
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float gridA = 1.0f - getGrid(P.xz, fwidthPos.xz, vec2(1, 1), materialParams.lineSize);
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gridA *= gridA;
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vec3 planeAxes = vec3(1.0f, 0.0f, 1.0f);
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@@ -99,23 +103,18 @@ fragment {
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vec3 axes = getAxes(distanceToAxes, dAxes, 0.1);
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vec4 color = vec4(
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0.1f,
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0.1f,
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0.1f,
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gridA
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materialParams.gridColor.r,
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materialParams.gridColor.g,
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materialParams.gridColor.b,
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gridA * fade
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);
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color.a = max(color.a, axes.x);
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color.rgb = (axes.x < 1e-8) ? color.rgb : AXIS_COLOR_X;
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color.a = max(color.a, axes.z);
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color.rgb = (axes.z < 1e-8) ? color.rgb : AXIS_COLOR_Z;
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color.a *= fade;
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material.baseColor = color;
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material.baseColor = color;
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gl_FragDepth = 0.00001f;
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gl_FragDepth = 1e-8;
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}
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}
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@@ -8,5 +8,5 @@ GRID_PACKAGE:
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GRID_GRID_OFFSET:
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.int 0
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GRID_GRID_SIZE:
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.int 52018
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.int 52094
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@@ -8,5 +8,5 @@ _GRID_PACKAGE:
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_GRID_GRID_OFFSET:
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.int 0
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_GRID_GRID_SIZE:
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.int 52018
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.int 52094
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@@ -3,15 +3,11 @@
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#include <stdint.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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extern const uint8_t GRID_PACKAGE[];
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extern int GRID_GRID_OFFSET;
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extern int GRID_GRID_SIZE;
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#ifdef __cplusplus
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}
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#endif
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#define GRID_GRID_DATA (GRID_PACKAGE + GRID_GRID_OFFSET)
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#endif
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