pathfinder/resources/shaders/gl4/demo_ground.fs.glsl

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#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
uniform vec4 uGroundColor;
uniform vec4 uGridlineColor;
in vec2 vTexCoord;
out vec4 oFragColor;
void main(){
vec2 texCoordPx = fract(vTexCoord)/ fwidth(vTexCoord);
oFragColor = any(lessThanEqual(texCoordPx, vec2(1.0)))? uGridlineColor : uGroundColor;
}