#version 450 core layout(location=0) out vec4 FragColor; layout(binding=1) uniform ColorMaterial { vec4 color; } color_material; layout(binding=10) uniform WorldMatrix // hgl/math/Math.h { mat4 ortho; mat4 projection; mat4 inverse_projection; mat4 modelview; mat4 inverse_modelview; mat4 mvp; mat4 inverse_mvp; vec4 view_pos; vec2 canvas_resolution; vec2 viewport_resolution; }fs_world; float bg_grid_texture(vec2 coord) { vec2 index = ceil(coord * 0.1); return 0.7 + 0.5*mod(index.x + index.y, 2.0); } void main() { float strong=bg_grid_texture(gl_FragCoord.xy); FragColor=vec4(color_material.color.rgb*strong,1.0); }