gl_FragColor = fract((floor(0.125*object_position.x)+floor(0.125*object_position.z)) * 0.5) == 0.0 ? vec4(1.0, 1.0 - distance_factor, 1.0 - distance_factor, 1.0) : vec4(1.0, distance_factor, distance_factor, 1.0); }