[shaders] vertex = uniform highp mat4 u_modelMatrix; uniform highp mat4 u_viewMatrix; uniform highp mat4 u_projectionMatrix; attribute highp vec4 a_vertex; attribute lowp vec2 a_uvs; varying lowp vec2 v_uvs; void main() { gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex; v_uvs = a_uvs; } fragment = #ifdef GL_ES #extension GL_OES_standard_derivatives : enable #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif // GL_FRAGMENT_PRECISION_HIGH #endif // GL_ES uniform lowp vec4 u_plateColor; uniform lowp vec4 u_gridColor0; uniform lowp vec4 u_gridColor1; varying lowp vec2 v_uvs; void main() { vec2 coord = v_uvs.xy; // Compute anti-aliased world-space minor grid lines vec2 minorGrid = abs(fract(coord - 0.5) - 0.5) / fwidth(coord); float minorLine = min(minorGrid.x, minorGrid.y); vec4 minorGridColor = mix(u_plateColor, u_gridColor1, 1.0 - min(minorLine, 1.0)); // Compute anti-aliased world-space major grid lines vec2 majorGrid = abs(fract(coord / 10.0 - 0.5) - 0.5) / fwidth(coord / 10.0); float majorLine = min(majorGrid.x, majorGrid.y); gl_FragColor = mix(minorGridColor, u_gridColor0, 1.0 - min(majorLine, 1.0)); gl_FragColor.a = u_plateColor.a; } vertex41core = #version 410 uniform highp mat4 u_modelMatrix; uniform highp mat4 u_viewMatrix; uniform highp mat4 u_projectionMatrix; in highp vec4 a_vertex; in lowp vec2 a_uvs; out lowp vec2 v_uvs; void main() { gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex; v_uvs = a_uvs; } fragment41core = #version 410 uniform lowp vec4 u_plateColor; uniform lowp vec4 u_gridColor0; uniform lowp vec4 u_gridColor1; in lowp vec2 v_uvs; out vec4 frag_color; void main() { vec2 coord = v_uvs.xy; // Compute anti-aliased world-space minor grid lines vec2 minorGrid = abs(fract(coord - 0.5) - 0.5) / fwidth(coord); float minorLine = min(minorGrid.x, minorGrid.y); vec4 minorGridColor = mix(u_plateColor, u_gridColor1, 1.0 - min(minorLine, 1.0)); // Compute anti-aliased world-space major grid lines vec2 majorGrid = abs(fract(coord / 10.0 - 0.5) - 0.5) / fwidth(coord / 10.0); float majorLine = min(majorGrid.x, majorGrid.y); frag_color = mix(minorGridColor, u_gridColor0, 1.0 - min(majorLine, 1.0)); frag_color.a = u_plateColor.a; } [defaults] u_plateColor = [1.0, 1.0, 1.0, 1.0] u_gridColor0 = [0.96, 0.96, 0.96, 1.0] u_gridColor1 = [0.8, 0.8, 0.8, 1.0] [bindings] u_modelMatrix = model_matrix u_viewMatrix = view_matrix u_projectionMatrix = projection_matrix [attributes] a_vertex = vertex a_uvs = uv0