declare const _default: "\n\nprecision highp float;\n\n// Uniforms\nuniform float u_majorGridDiv;\nuniform float u_gridDiv;\n\nout vec2 v_uv; // Passed to the fragment shader\nout vec2 v_worldPos;\nvoid main() {\n vec4 transformed = vec4(position, 1.0);\n gl_Position = projectionMatrix * viewMatrix * modelMatrix * transformed;\n\n vec3 worldPosition = (modelMatrix * transformed).xyz;\n\n v_worldPos = worldPosition.xz * u_gridDiv;\n\n // Use local position for grid calculations\n vec3 localPos = transformed.xyz;\n vec3 cameraCenteringOffset = floor(cameraPosition);\n vec3 cameraSnappedWorldPos = worldPosition.xyz - cameraCenteringOffset;\n v_uv = cameraSnappedWorldPos.xz * u_gridDiv;\n\n}\n"; export default _default;