ups, did not try it. My previous experience did not really help me in these cases.

Anyway I gived a try and it does what I supposed. The lines are so narrow...


I finished the settings and I'm pretty happy with the result. It is very cheap because I compute the lod stage at the vertex shader and use it into a straight single mask sample. I added a camera height divider to the algorithm and it works now for every point of view around the playground.



Code:
// VS
outLod = ( abs ( outWorld.x - vecViewPos.x ) - 400.0f ) / ( 250.0f + ( vecViewPos.y * 2 ) );
// PS
float Mask = tex2Dlod ( MaskSampler, float4(inTex.xy,0,inLod)).r;



Salud!