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