#version 430 in vec2 vTexCoord; out vec4 fragColor; uniform int uTessFact; void main(){ float vx = round(vTexCoord.x * (uTessFact - 1)); float vy = round(vTexCoord.y * (uTessFact - 1)); fragColor = vec4(vx / (uTessFact - 1), vy / (uTessFact - 1), 0.2, 1.0); }