function lovr.load()
shader = lovr.graphics.newShader([[
vec4 lovrmain() {
return DefaultPosition;
}
]], [[
const float gridSize = 25.;
const float cellSize = .5;
vec4 lovrmain() {
vec2 uv = UV;
// Distance-based alpha (1. at the middle, 0. at edges)
float alpha = 1. - smoothstep(.15, .50, distance(uv, vec2(.5)));
// Grid coordinate
uv *= gridSize;
uv /= cellSize;
vec2 c = abs(fract(uv - .5) - .5) / fwidth(uv);
float line = clamp(1. - min(c.x, c.y), 0., 1.);
vec3 value = mix(vec3(.01, .01, .011), (vec3(.04)), line);
return vec4(vec3(value), alpha);
}
]], { flags = { highp = true } })
lovr.graphics.setBackgroundColor(.05, .05, .05)
end
function lovr.draw(pass)
pass:setShader(shader)
pass:plane(0, 0, 0, 25, 25, -math.pi / 2, 1, 0, 0)
end