1 varying vec3 pos, vpos;
3 float grid(vec2 p, float duty)
7 return smoothstep(1.0 - w, 1.0, p.x) + (1.0 - smoothstep(0.0, w, p.x)) +
8 smoothstep(1.0 - w, 1.0, p.y) + (1.0 - smoothstep(0.0, w, p.y));
15 const vec3 grid_color = vec3(1.0, 0.2, 0.8);
16 const vec3 bg_color = vec3(0.5, 0.1, 1.0);
17 vec3 color = grid_color * grid(p.xz, 0.2);
19 float fog = min(abs(vpos.z) * 0.05, 1.0);
21 gl_FragColor.xyz = mix(color, bg_color, fog);