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#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)));
}
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