update
This commit is contained in:
@@ -1,48 +1,48 @@
|
||||
#version 330 core
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform vec2 uViewport;
|
||||
uniform float uMajorStep;
|
||||
uniform float uMinorStep;
|
||||
uniform bool uLightMode;
|
||||
|
||||
float gridLine(float stepPx) {
|
||||
vec2 coord = gl_FragCoord.xy;
|
||||
vec2 q = coord / max(stepPx, 1.0);
|
||||
vec2 fw = max(fwidth(q), vec2(1e-6));
|
||||
q = abs(fract(q - 0.5) - 0.5) / fw;
|
||||
float line = 1.0 - min(min(q.x, q.y), 1.0);
|
||||
|
||||
return line;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 viewport = max(uViewport, vec2(1.0));
|
||||
vec2 uv = gl_FragCoord.xy / viewport;
|
||||
|
||||
vec3 topCol, botCol;
|
||||
float majorStrength, minorStrength;
|
||||
|
||||
topCol = vec3(0.99, 0.99, 1.00);
|
||||
botCol = vec3(0.94, 0.95, 0.98);
|
||||
|
||||
vec3 minorCol = vec3(0.80, 0.82, 0.87);
|
||||
vec3 majorCol = vec3(0.70, 0.73, 0.80);
|
||||
|
||||
minorStrength = 0.28;
|
||||
majorStrength = 0.45;
|
||||
|
||||
vec3 col = mix(botCol, topCol, uv.y);
|
||||
float minor = gridLine(max(uMinorStep, 1.0));
|
||||
float major = gridLine(max(uMajorStep, 1.0));
|
||||
|
||||
col = mix(col, minorCol, minorStrength * minor);
|
||||
col = mix(col, majorCol, majorStrength * major);
|
||||
|
||||
vec2 p = uv * 2.0 - 1.0;
|
||||
float v = clamp(1.0 - dot(p, p) * 0.12 , 0.0, 1.0);
|
||||
col *= mix(1.0, v, 0.35);
|
||||
|
||||
FragColor = vec4(col, 1.0);
|
||||
}
|
||||
#version 330 core
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform vec2 uViewport;
|
||||
uniform float uMajorStep;
|
||||
uniform float uMinorStep;
|
||||
uniform bool uLightMode;
|
||||
|
||||
float gridLine(float stepPx) {
|
||||
vec2 coord = gl_FragCoord.xy;
|
||||
vec2 q = coord / max(stepPx, 1.0);
|
||||
vec2 fw = max(fwidth(q), vec2(1e-6));
|
||||
q = abs(fract(q - 0.5) - 0.5) / fw;
|
||||
float line = 1.0 - min(min(q.x, q.y), 1.0);
|
||||
|
||||
return line;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 viewport = max(uViewport, vec2(1.0));
|
||||
vec2 uv = gl_FragCoord.xy / viewport;
|
||||
|
||||
vec3 topCol, botCol;
|
||||
float majorStrength, minorStrength;
|
||||
|
||||
topCol = vec3(0.99, 0.99, 1.00);
|
||||
botCol = vec3(0.94, 0.95, 0.98);
|
||||
|
||||
vec3 minorCol = vec3(0.80, 0.82, 0.87);
|
||||
vec3 majorCol = vec3(0.70, 0.73, 0.80);
|
||||
|
||||
minorStrength = 0.28;
|
||||
majorStrength = 0.45;
|
||||
|
||||
vec3 col = mix(botCol, topCol, uv.y);
|
||||
float minor = gridLine(max(uMinorStep, 1.0));
|
||||
float major = gridLine(max(uMajorStep, 1.0));
|
||||
|
||||
col = mix(col, minorCol, minorStrength * minor);
|
||||
col = mix(col, majorCol, majorStrength * major);
|
||||
|
||||
vec2 p = uv * 2.0 - 1.0;
|
||||
float v = clamp(1.0 - dot(p, p) * 0.12 , 0.0, 1.0);
|
||||
col *= mix(1.0, v, 0.35);
|
||||
|
||||
FragColor = vec4(col, 1.0);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user