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GameJamDungeon/addons/SimpleDungeons/debug_visuals/WireframeCubeDepthEnabled.gdshader

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shader_type spatial;
render_mode unshaded, cull_disabled;
uniform vec2 grid_size;
uniform vec3 color = vec3(0.);
void fragment() {
vec2 uv = fract(UV * grid_size);
vec2 eps = 0.0015 * grid_size;
vec2 inv_eps = 1.0 - eps;
if(uv.x > eps.x && uv.x < inv_eps.x && uv.y > eps.y && uv.y < inv_eps.y) {
discard;
}
ALBEDO = color;
}