Files
2025-12-19 01:07:59 +08:00

38 lines
1013 B
GLSL

#version 330 core
out vec4 FragColor;
uniform vec2 uViewport;
uniform float uMinorStep;
uniform float uMajorStep;
float gridLine(float stepPx) {
// 当前坐标像素
vec2 coord = gl_FragCoord.xy;
vec2 q = coord / stepPx;
vec2 g = abs(fract(q - 0.5) - 0.5) / fwidth(q);
float line = 1.0 - min(min(g.x, g.y), 1.0);
return line;
}
void main() {
vec2 viewport = max(uViewport, vec2(1.0));
vec2 uv = gl_FragCoord.xy / viewport;
vec3 topCol = vec3(0.99, 0.99, 1.00);
vec3 botCol = vec3(0.94, 0.95, 0.98);
vec3 col = mix(botCol, topCol, uv.y);
float minor = gridLine(max(uMinorStep, 1.0));
float major = gridLine(max(uMajorStep, 1.0));
vec3 minorCol = vec3(0.80, 0.82, 0.87);
vec3 majorcol = vec3(0.70, 0.73, 0.80);
col = mix(col, minorCol, minor * 0.22);
col = mix(col, majorcol, major * 0.35);
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);
}