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-rw-r--r--Assets/Shaders/Grid.glsl41
1 files changed, 0 insertions, 41 deletions
diff --git a/Assets/Shaders/Grid.glsl b/Assets/Shaders/Grid.glsl
deleted file mode 100644
index 32c091a..0000000
--- a/Assets/Shaders/Grid.glsl
+++ /dev/null
@@ -1,41 +0,0 @@
-#type vertex
-
-#version 330 core
-
-layout(location = 0) in vec3 a_Position;
-
-uniform mat4 u_ViewProjection;
-uniform mat4 u_Transform;
-uniform float u_GridSize;
-
-void main()
-{
- // Scale the grid based on the grid size uniform
- vec3 scaledPosition = a_Position * (u_GridSize / 50.0);
- gl_Position = u_ViewProjection * u_Transform * vec4(scaledPosition, 1.0);
-}
-
-#type fragment
-
-#version 330 core
-
-uniform vec3 u_GridColor;
-uniform float u_GridAlpha;
-uniform float u_GridSize;
-uniform vec3 u_CameraPos;
-
-out vec4 o_FragColor;
-
-void main()
-{
- float distance = length(u_CameraPos);
- float fadeFactor = 1.0 - clamp(distance / 100.0, 0.0, 0.8);
-
- vec3 color = u_GridColor;
- float alpha = u_GridAlpha * fadeFactor;
-
- float gridFade = 1.0 - clamp(distance / 50.0, 0.0, 0.9);
- alpha *= gridFade;
-
- o_FragColor = vec4(color, alpha);
-}