#version 140
uniform sampler2D tex;
uniform float bright_shade;
uniform float lod_level;
in vec2 v_tex_coords;
out vec4 f_color;
void main() {
vec4 color = textureLod(tex, v_tex_coords, lod_level);
const float grid_size = 12.0;
vec4 grid_color;
if ((mod(gl_FragCoord.x, grid_size * 2.0) < grid_size)
^^ (mod(gl_FragCoord.y, grid_size * 2.0) < grid_size)
) {
grid_color = vec4(bright_shade);
} else {
grid_color = vec4(bright_shade * 0.55);
}
f_color = mix(grid_color, color, color.a);
}