Hi guys
First of all i wasnt sure about proper section nor the title.
Anyway here is my problem.
I was looking for some way to render a grid.
I’ve found this post which generally gives me what i want.
However i fail to understand why it works.
Here is the shader from the link above:
Trying to follow what it does i’ve simplified it to such version:
And here is the result im getting:
The ball is just for reference and is at world position 5500,0,0.
The shader is applied to a plane.
I would expect that above shader generates BLACK field under the ball because cos(5500/100) ~ 0.02.
Still it seems to have generated 1 perfectly there.
How come??
Im not interested in blindly copying someone elses code and i want to understand the code im using but this behavior makes totally puzzled.
Can anyone explain how come that my above shader generates a line perfectly at each “cellsize” step even tho that world position is fed directly to cosine function so rendered line step should be different?
What do i miss?
Any help is greatly appreciated.
Thanks