/*! par-term shader metadata
name: gradient-background
author: null
description: null
version: 1.0.0
defaults:
animation_speed: 0.5
brightness: 0.25
text_opacity: null
full_content: null
channel0: ''
channel1: null
channel2: null
channel3: null
cubemap: textures/cubemaps/env-outside
cubemap_enabled: false
*/
// credits: https://github.com/unkn0wncode
void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
vec2 uv = fragCoord.xy / iResolution.xy;
// Diagonal gradient from bottom-right to top-left
float gradientFactor = (uv.x + uv.y) * 0.5;
vec3 gradientStartColor = vec3(0.1, 0.1, 0.5); // dark blue
vec3 gradientEndColor = vec3(0.5, 0.1, 0.1); // dark red
fragColor = vec4(mix(gradientStartColor, gradientEndColor, gradientFactor), 1.0);
}