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samples/simple_shader/shaders/simple.frag
Brett Morgan 0b8be3e43f Add simple_shader (#1668)
* Add `simple_shader`

* Add NL at EOF

* Adopt `analysis_defaults`

* Update simple_shader/shaders/simple.frag

Co-authored-by: Jonah Williams <jonahwilliams@google.com>

* Update simple_shader/shaders/simple.frag

Co-authored-by: Jonah Williams <jonahwilliams@google.com>

* Update simple_shader/shaders/simple.frag

Co-authored-by: Jonah Williams <jonahwilliams@google.com>

* Update simple_shader/shaders/simple.frag

Co-authored-by: Jonah Williams <jonahwilliams@google.com>

* Update simple_shader/shaders/simple.frag

Co-authored-by: Jonah Williams <jonahwilliams@google.com>

* Update simple_shader/shaders/simple.frag

Co-authored-by: Jonah Williams <jonahwilliams@google.com>

* Update simple_shader/shaders/simple.frag

Co-authored-by: Jonah Williams <jonahwilliams@google.com>

* Update simple_shader/shaders/simple.frag

Co-authored-by: Jonah Williams <jonahwilliams@google.com>

* Apply `clang-format` to `shaders/simple.frag`

---------

Co-authored-by: Jonah Williams <jonahwilliams@google.com>
2023-02-24 10:01:10 +10:00

26 lines
612 B
GLSL

#version 460 core
#include <flutter/runtime_effect.glsl>
precision mediump float;
layout(location = 0) out vec4 fragColor;
layout(location = 0) uniform vec2 resolution;
vec3 flutterNavy = vec3(4, 43, 89) / 255;
vec3 flutterBlue = vec3(5, 83, 177) / 255;
vec3 flutterSky = vec3(2, 125, 253) / 255;
void main() {
vec2 st = FlutterFragCoord().xy / resolution.xy;
vec3 color = vec3(0.0);
vec3 percent = vec3((st.x + st.y) / 2);
color =
mix(mix(flutterSky, flutterBlue, percent * 2),
mix(flutterBlue, flutterNavy, percent * 2 - 1), step(0.5, percent));
fragColor = vec4(color, 1);
}