25 lines
No EOL
1 KiB
GLSL
25 lines
No EOL
1 KiB
GLSL
// credits: https://github.com/unkn0wncode
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void mainImage(out vec4 fragColor, in vec2 fragCoord)
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{
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// Normalize pixel coordinates (range from 0 to 1)
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vec2 uv = fragCoord.xy / iResolution.xy;
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// Create a gradient from bottom right to top left as a function (x + y)/2
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float gradientFactor = (uv.x + uv.y) / 2.0;
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// Define gradient colors (adjust to your preference)
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vec3 gradientStartColor = vec3(0.1, 0.1, 0.5); // Start color (e.g., dark blue)
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vec3 gradientEndColor = vec3(0.5, 0.1, 0.1); // End color (e.g., dark red)
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vec3 gradientColor = mix(gradientStartColor, gradientEndColor, gradientFactor);
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// Sample the terminal screen texture including alpha channel
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vec4 terminalColor = texture(iChannel0, uv);
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// Make a mask that is 1.0 where the terminal content is not black
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float mask = 1 - step(0.5, dot(terminalColor.rgb, vec3(1.0)));
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vec3 blendedColor = mix(terminalColor.rgb, gradientColor, mask);
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// Apply terminal's alpha to control overall opacity
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fragColor = vec4(blendedColor, terminalColor.a);
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} |