[shaders] vertex = uniform highp mat4 u_modelViewProjectionMatrix; attribute highp vec4 a_vertex; attribute lowp vec2 a_uvs; varying lowp vec2 v_uvs; void main() { gl_Position = u_modelViewProjectionMatrix * a_vertex; v_uvs = a_uvs; } fragment = uniform lowp vec4 u_gridColor0; uniform lowp vec4 u_gridColor1; varying lowp vec2 v_uvs; void main() { if (mod(floor(v_uvs.x / 10.0) - floor(v_uvs.y / 10.0), 2.0) < 1.0) gl_FragColor = u_gridColor0; else gl_FragColor = u_gridColor1; } [defaults] u_gridColor0 = [0.96, 0.96, 0.96, 1.0] u_gridColor1 = [0.8, 0.8, 0.8, 1.0] [bindings] u_modelViewProjectionMatrix = model_view_projection_matrix [attributes] a_vertex = vertex a_uvs = uv0