diff --git a/shader/bg.frag b/shader/bg.frag index 375b97e..99a4451 100644 --- a/shader/bg.frag +++ b/shader/bg.frag @@ -9,8 +9,8 @@ const vec2 zero = vec2(0.0); // const vec4 darker = vec4(0.0235, 0.0274, 0.0549, 1.0); // const vec4 lighter = vec4(0.1058, 0.1137, 0.1450, 1.0); -const vec4 darker = vec4(0.01, 0.01, 0.01, 1.0); -const vec4 lighter = vec4(0.05, 0.05, 0.05, 1.0); +const vec4 darker = vec4(-0.2, -0.2, -0.2, 1.0); +const vec4 lighter = vec4(0.082, 0.082, 0.099, 1.0); vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; @@ -82,8 +82,8 @@ void main() { float slowtime3 = u_time / 1.5; float off = 0.2 + (0.02 * sin(20.0 * angle + slowtime2)) * (1.4 * sin(10.0 * angle + slowtime3)); - // apply cutoff if we are too close to center - float vigc = (vig * step(off / 3.0, vig)) - off; + // apply cutoff if we are too close to center, + float vigc = (vig * step(off / 3.0, vig) - off); // randomize noise pattern every second ish float fasttime = u_time * 1.1; @@ -91,12 +91,10 @@ void main() { float noise = snoise(vec2(gl_FragCoord.x * gl_FragCoord.y, second)); // quantize vignette colors - float vigq = floor((1.0 - vigc) * 13.0) / 13.0; + float vigq = floor(vigc * 13.0) / 13.0; // blend noise - float final = vigq; + float final = 1.0 - vigq; gl_FragColor = mix(darker, lighter, final); - // vec2 c = gl_FragCoord.xy - center; - // gl_FragColor = vec4(vec3(smoothstep(-PI, PI, atan(c.y, c.x))), 1.0); }