 	vec3 diffuse = max( dot( vNormal, vToLight ), 0.0 ) * cDiffuse;
 
 	// texCoord checkerboard
-	diffuse *= 0.5 + 0.5 * checkered( TexCoord );
+	diffuse *= 0.5 + 0.5 * checkered( TexCoord, 20 );
 
 	// texCoord checkerboard with protection against edge case\n"
 	const float kEpsilon = 0.0001;

// Based on OpenGL Programming Guide (8th edition), p 457-459.
highp float checkered( in vec2 uv, in int freq )
{
	highp vec2 checker = fract( uv * freq );
	highp vec2 edge = fwidth( uv ) * freq;
	highp float mx = max( edge.x, edge.y );

	highp vec2 pattern = smoothstep( vec2(0.5), vec2(0.5) + edge, checker );

#version 100

#extension GL_OES_standard_derivatives : enable

precision highp float;

