precision mediump float; | |
varying vec4 v_Color; | |
varying vec3 v_Grid; | |
void main() { | |
float depth = gl_FragCoord.z / gl_FragCoord.w; // Calculate world-space distance. | |
if ((mod(abs(v_Grid.x), 10.0) < 0.1) || (mod(abs(v_Grid.z), 10.0) < 0.1)) { | |
gl_FragColor = max(0.0, (90.0-depth) / 90.0) * vec4(1.0, 1.0, 1.0, 1.0) | |
+ min(1.0, depth / 90.0) * v_Color; | |
} else { | |
gl_FragColor = v_Color; | |
} | |
} |