feat: improved lighting and grid

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TrèsAbhi committed 2024-01-02 13:31:34 -06:00
1 parent e65582a432
commit 3ea872c6a4
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import { MeshProps } from '@react-three/fiber';
import { forwardRef } from 'react';
import { DoubleSide, Mesh } from 'three';
interface InfiniteGridHelperProps extends MeshProps {
size1?: number;
size2?: number;
color?: THREE.Color;
distance?: number;
axes?: string;
}
/**
* Thanks, Fyrestar, for [THREE.InfiniteGridHelper](https://github.com/Fyrestar/THREE.InfiniteGridHelper/)!
*/
const InfiniteGridHelper = forwardRef<Mesh, InfiniteGridHelperProps>(
({ size1, size2, color, axes = 'xzy', distance, ...props }, ref) => {
const planeAxes = axes.slice(0, 2);
return (
<mesh {...props} ref={ref} frustumCulled={false}>
<shaderMaterial
args={[
{
side: DoubleSide,
uniforms: {
uSize1: { value: size1 },
uSize2: { value: size2 },
uColor: { value: color },
uDistance: { value: distance },
},
extensions: { derivatives: true },
transparent: true,
vertexShader: `
varying vec3 worldPosition;
uniform float uDistance;
void main() {
vec3 pos = position.${axes} * uDistance;
worldPosition = pos;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`,
fragmentShader: `
varying vec3 worldPosition;
uniform float uSize1;
uniform float uSize2;
uniform vec3 uColor;
uniform float uDistance;
vec2 origin = vec2(0.0, 0.0);
float getGrid(float size) {
vec2 r = worldPosition.${planeAxes} / size;
vec2 grid = abs(fract(r - 0.5) - 0.5) / fwidth(r);
float line = min(grid.x, grid.y);
return 1.0 - min(line, 1.0);
}
void main() {
float d = 1.0 - min(distance(origin, worldPosition.${planeAxes}) / uDistance, 1.0);
float g1 = getGrid(uSize1);
float g2 = getGrid(uSize2);
gl_FragColor = vec4(uColor.rgb, mix(g2, g1, g1) * pow(d, 10.0));
gl_FragColor.a = mix(0.5 * gl_FragColor.a, gl_FragColor.a, g2);
if ( gl_FragColor.a <= 0.0 ) discard;
}
`,
},
]}
/>
<planeGeometry />
</mesh>
);
},
);
export default InfiniteGridHelper;