20 lines
415 B
GLSL
20 lines
415 B
GLSL
#version 310 es
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precision highp float;
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layout (location = 0) in vec2 in_uv;
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layout (location = 0) out vec4 out_color;
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void main()
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{
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float fade = max(1.0 - 2.0 * length(in_uv.xy + vec2(-0.5, -0.5)), 0.0);
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float grid;
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if (fract(in_uv.x / 0.0005) < 0.01 || fract(in_uv.y / 0.0005) < 0.01) {
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grid = 1.0;
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} else {
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grid = 0.0;
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}
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out_color = vec4(1.0, 1.0, 1.0, grid * fade);
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}
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