Procedural grid on a plane in 3d space in opengl

The easiest way to do this will be to play around with trig functions. Since you are passing the texture coordinates already.

Let the color intensity be max(cos(u), cos(v)). That will give you a start. Then you should play around with the cos formula to get it exactly how you want it (i.e. multiply it by some coefficients and apply powers to it until it looks exactly how you need it).

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