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- [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;
- }
- vertex41core =
- #version 410
- uniform highp mat4 u_modelViewProjectionMatrix;
- in highp vec4 a_vertex;
- in lowp vec2 a_uvs;
- out lowp vec2 v_uvs;
- void main()
- {
- gl_Position = u_modelViewProjectionMatrix * a_vertex;
- v_uvs = a_uvs;
- }
- fragment41core =
- #version 410
- uniform lowp vec4 u_gridColor0;
- uniform lowp vec4 u_gridColor1;
- in lowp vec2 v_uvs;
- out vec4 frag_color;
- void main()
- {
- if (mod(floor(v_uvs.x / 10.0) - floor(v_uvs.y / 10.0), 2.0) < 1.0)
- frag_color = u_gridColor0;
- else
- frag_color = 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
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