LiveApi / backdrop-shader.ts
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/**
* @license
* SPDX-License-Identifier: Apache-2.0
*/
const vs = `precision highp float;
in vec3 position;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.);
}`;
const fs = `precision highp float;
out vec4 fragmentColor;
uniform vec2 resolution;
uniform float rand;
void main() {
float aspectRatio = resolution.x / resolution.y;
vec2 vUv = gl_FragCoord.xy / resolution;
float noise = (fract(sin(dot(vUv, vec2(12.9898 + rand,78.233)*2.0)) * 43758.5453));
vUv -= .5;
vUv.x *= aspectRatio;
float factor = 4.;
float d = factor * length(vUv);
vec3 from = vec3(3.) / 255.;
vec3 to = vec3(16., 12., 20.) / 2550.;
fragmentColor = vec4(mix(from, to, d) + .005 * noise, 1.);
}
`;
export {fs, vs};