#import bevy_pbr::forward_io::VertexOutput
#import bevy_sprite::mesh2d_view_bindings::globals
#import bevy_shader_utils::pristine_grid::pristine_grid
struct PristineMaterial {
color: vec4f,
cell_multiplier: vec2f,
line_size: vec2f
}
@group(#{MATERIAL_BIND_GROUP}) @binding(0)
var<uniform> material: PristineMaterial;
@fragment
fn fragment(
mesh: VertexOutput
) -> @location(0) vec4<f32> {
let color = pristine_grid(mesh.uv * material.cell_multiplier, material.line_size) * material.color;
return color;
}