dotfiles/scripts/wlbg/src/main_frag.glsl

22 lines
448 B
GLSL

#version 300 es
precision highp float;
uniform sampler2D bg;
uniform vec2 cursorPos;
uniform float hasCursor;
in vec2 fragCoord;
in vec2 fragUv;
out vec4 fragColor;
void main() {
vec2 diff = cursorPos - fragUv;
float light = clamp(.1 - (diff.x * diff.x + diff.y * diff.y), 0.0, 1.0);
vec2 zoomedUv = fragUv * .9 + (.1 / 2.0);
fragColor = mix(texture(bg, zoomedUv + (cursorPos - .5) / 10.0), vec4(1.0), light * hasCursor);
}