#version 460 #extension GL_EXT_multiview : require #extension GL_GOOGLE_include_directive : require #include "lovr.glsl" vec4 lovrmain() { float y = UV.y; vec2 uv = vec2(UV.x, 1. - UV.y); uv = uv * 4. - 2.; const float k = sqrt(3.); uv.x = abs(uv.x) - 1.; uv.y = uv.y + 1. / k + .25; if (uv.x + k * uv.y > 0.) { uv = vec2(uv.x - k * uv.y, -k * uv.x - uv.y) / 2.; } uv.x -= clamp(uv.x, -2., 0.); float sdf = -length(uv) * sign(uv.y) - .5; float w = fwidth(sdf) * .5; float alpha = smoothstep(.22 + w, .22 - w, sdf); vec3 color = mix(vec3(.094, .662, .890), vec3(.913, .275, .6), clamp(y * 1.5 - .25, 0., 1.)); color = mix(color, vec3(.2, .2, .24), smoothstep(-.12 + w, -.12 - w, sdf)); return vec4(pow(color, vec3(2.2)), alpha); }