#type vertex #version 410 layout(std140) uniform Grid { layout(row_major) mat4 u_view_projection; layout(row_major) mat4 u_transform; float u_grid_size; vec3 u_grid_color; float u_grid_alpha; vec3 u_camera_pos; } gu; layout(location = 0) in vec3 input_position; mat4 spvWorkaroundRowMajor(mat4 wrap) { return wrap; } void main() { gl_Position = (vec4(input_position * (gu.u_grid_size * 0.0199999995529651641845703125), 1.0) * spvWorkaroundRowMajor(gu.u_transform)) * spvWorkaroundRowMajor(gu.u_view_projection); } #type fragment #version 410 layout(std140) uniform Grid { layout(row_major) mat4 u_view_projection; layout(row_major) mat4 u_transform; float u_grid_size; vec3 u_grid_color; float u_grid_alpha; vec3 u_camera_pos; } gu; layout(location = 0) out vec4 entryPointParam_fragmentMain; void main() { float _17 = length(gu.u_camera_pos); entryPointParam_fragmentMain = vec4(gu.u_grid_color, (gu.u_grid_alpha * (1.0 - clamp(_17 * 0.00999999977648258209228515625, 0.0, 0.800000011920928955078125))) * (1.0 - clamp(_17 * 0.0199999995529651641845703125, 0.0, 0.89999997615814208984375))); }