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@@ -57,7 +57,6 @@ fragment41core =
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uniform lowp vec4 u_plateColor;
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uniform lowp vec4 u_gridColor0;
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uniform lowp vec4 u_gridColor1;
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- uniform lowp float u_z_bias; //Bias in the depth buffer for rendering this object (to make an object be rendered in front of or behind other objects).
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in lowp vec2 v_uvs;
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out vec4 frag_color;
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@@ -77,14 +76,12 @@ fragment41core =
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float majorLine = min(majorGrid.x, majorGrid.y);
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frag_color = mix(minorGridColor, u_gridColor0, 1.0 - min(majorLine, 1.0));
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- gl_FragDepth = gl_FragCoord.z + u_z_bias;
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}
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[defaults]
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u_plateColor = [1.0, 1.0, 1.0, 1.0]
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u_gridColor0 = [0.96, 0.96, 0.96, 1.0]
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u_gridColor1 = [0.8, 0.8, 0.8, 1.0]
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-u_z_bias = 0.0
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[bindings]
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u_modelViewProjectionMatrix = model_view_projection_matrix
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