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3dviewer/shader/bg.frag
2026-01-30 22:50:09 +08:00

52 lines
1.2 KiB
GLSL

#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 / stepPx;
vec2 q = abs(fract(q - 0.5) - 0.5) / fwidth(stepPx);
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, majCol, minCol;
float majStrength, minStrength;
float vignettePow, vignetteStrength;
topCol = vec3(0.99, 0.99, 1.00);
botCol = vec3(0.94, 0.95, 0.98);
minorCol = vec3(0.80, 0.82, 0.87);
majorCol = vec3(0.70, 0.73, 0.80);
minorStrength = 0.22;
majorStrength = 0.35;
vignettePow = 0.12;
vignetteStrength = 0.35;
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, minStrength * minor);
col = mix(col, majorCol, majStrength * 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);
}