#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! uniform vec4 uGridlineColor[1]; uniform vec4 uGroundColor[1]; in vec2 vTexCoord; layout(location = 0) out vec4 oFragColor; void main() { vec2 texCoordPx = fract(vTexCoord) / fwidth(vTexCoord); vec4 _28; if (any(lessThanEqual(texCoordPx, vec2(1.0)))) { _28 = uGridlineColor[0]; } else { _28 = uGroundColor[0]; } oFragColor = _28; }