#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; }