blob: a257438a1833a39771291054ae3e87f6f834d45e [file] [log] [blame]
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;
}
}