🔧 Add some vertical squishing to the TV Glitch effect
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@@ -20,8 +20,6 @@ uniform float uScale;
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uniform float uStrength;
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uniform float uStrength;
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uniform float uSpeed;
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uniform float uSpeed;
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// tv params
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const float BLUR_WIDTH = 0.01; // Width of the gradients.
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const float BLUR_WIDTH = 0.01; // Width of the gradients.
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const float TB_TIME = 0.7; // Relative time for the top/bottom animation.
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const float TB_TIME = 0.7; // Relative time for the top/bottom animation.
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const float LR_TIME = 0.4; // Relative time for the left/right animation.
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const float LR_TIME = 0.4; // Relative time for the left/right animation.
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@@ -29,22 +27,34 @@ const float LR_DELAY = 0.6; // Delay after which the left/right animation st
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const float FF_TIME = 0.1; // Relative time for the final fade to transparency.
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const float FF_TIME = 0.1; // Relative time for the final fade to transparency.
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const float SCALING = 0.5; // Additional vertical scaling of the window.
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const float SCALING = 0.5; // Additional vertical scaling of the window.
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// This is a combination of the effects from tv.frag and glitch.frag. Credits go to Kurt
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// Somewhat inspired by https://www.shadertoy.com/view/XtK3W3
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// Wilson (https://github.com/Kurtoid) for this idea!
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void main() {
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void main() {
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// Add the tv effect sooner/later in the animation, compared to the original TV effect.
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float tOffset = uForOpening ? 0.0 : 1.0;
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float tvProgress = clamp(uProgress * 2.0 - tOffset, 0.0, 1.0);
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tvProgress = uForOpening ? 1.0 - easeOutQuad(tvProgress) : easeOutQuad(tvProgress);
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// Scale down the window vertically.
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float scale = 1.0 / mix(1.0, SCALING, tvProgress) - 1.0;
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vec2 coords = iTexCoord.st;
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coords.y = coords.y * (scale + 1.0) - scale * 0.5;
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// This is from the original Glitch effect.
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float progress = easeInQuad(uForOpening ? 1.0 - uProgress : uProgress);
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float progress = easeInQuad(uForOpening ? 1.0 - uProgress : uProgress);
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float time = progress * uDuration * uSpeed;
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float time = progress * uDuration * uSpeed;
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float strength = uStrength * progress;
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float strength = uStrength * progress;
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float displace = 1000.0 * strength / uSize.x;
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float displace = 1000.0 * strength / uSize.x;
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float yPos = uScale * uSize.y * (iTexCoord.y + uSeed * 10.0);
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float yPos = uScale * uSize.y * (coords.y + uSeed * 10.0);
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// Create large noise waves and add some smaller noise waves.
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// Create large noise waves and add some smaller noise waves.
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float noise = clamp(simplex2D(vec2(time, yPos * 0.002)) - 0.5, 0.0, 1.0);
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float noise = clamp(simplex2D(vec2(time, yPos * 0.002)) - 0.5, 0.0, 1.0);
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noise += (simplex2D(vec2(time * 10.0, yPos * 0.05)) - 0.5) * 0.15;
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noise += (simplex2D(vec2(time * 10.0, yPos * 0.05)) - 0.5) * 0.15;
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// Apply the noise as x displacement for every line.
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// Apply the noise as x displacement for every line.
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float xPos = clamp(iTexCoord.x - displace * noise * noise, 0.0, 1.0);
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float xPos = clamp(coords.x - displace * noise * noise, 0.0, 1.0);
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vec4 oColor = getInputColor(vec2(xPos, iTexCoord.y));
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vec4 oColor = getInputColor(vec2(xPos, coords.y));
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// Mix in some random interference lines.
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// Mix in some random interference lines.
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vec3 interference = uColor * hash12(vec2(yPos * time));
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vec3 interference = uColor * hash12(vec2(yPos * time));
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@@ -52,7 +62,7 @@ void main() {
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oColor.rgb = mix(oColor.rgb, interference, interferenceStrength);
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oColor.rgb = mix(oColor.rgb, interference, interferenceStrength);
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// Mix in some grainy noise.
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// Mix in some grainy noise.
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vec3 grain = uColor * simplex2D(uSize * iTexCoord + vec2(time * 100.0));
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vec3 grain = uColor * simplex2D(uSize * coords + vec2(time * 100.0));
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float grainStrength = 0.2 * min(strength, 1.0);
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float grainStrength = 0.2 * min(strength, 1.0);
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oColor.rgb = mix(oColor.rgb, grain, grainStrength);
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oColor.rgb = mix(oColor.rgb, grain, grainStrength);
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@@ -63,33 +73,19 @@ void main() {
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// Shift green/blue channels.
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// Shift green/blue channels.
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float offset = 0.1 * noise * displace;
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float offset = 0.1 * noise * displace;
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oColor.g = mix(oColor.g, getInputColor(vec2(xPos + offset, iTexCoord.y)).g, 0.25);
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oColor.g = mix(oColor.g, getInputColor(vec2(xPos + offset, coords.y)).g, 0.25);
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oColor.b = mix(oColor.b, getInputColor(vec2(xPos - offset, iTexCoord.y)).b, 0.25);
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oColor.b = mix(oColor.b, getInputColor(vec2(xPos - offset, coords.y)).b, 0.25);
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// Dissolve the window.
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// Now hide the window according to the TV effect.
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// float fadeDelay = 1.5;
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// float alpha = clamp(noise + 1.0 + fadeDelay - (3.0 + fadeDelay) * progress, 0.0, 1.0);
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// oColor.a *= alpha;
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// add tv effect - we just want the shape transforms
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// add the tv effect sooner/later in the animation
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float toffset = uForOpening ? 0.0 : 1.0;
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float prog = clamp(uProgress * 2.0 - toffset, 0.0, 1.0);
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prog = uForOpening ? 1.0 - easeOutQuad(prog) : easeOutQuad(prog);
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// Scale down the window vertically.
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float scale = 1.0 / mix(1.0, SCALING, prog) - 1.0;
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vec2 coords = iTexCoord.st;
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coords.y = coords.y * (scale + 1.0) - scale * 0.5;
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// All of these are in [0..1] during the different stages of the animation.
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// All of these are in [0..1] during the different stages of the animation.
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// tb refers to the top-bottom animation.
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// tb refers to the top-bottom animation.
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// lr refers to the left-right animation.
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// lr refers to the left-right animation.
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// ff refers to the final fade animation.
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// ff refers to the final fade animation.
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float tbProg = smoothstep(0.0, 1.0, clamp(prog / TB_TIME, 0.0, 1.0));
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float tbProg = smoothstep(0.0, 1.0, clamp(tvProgress / TB_TIME, 0.0, 1.0));
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float lrProg = smoothstep(0.0, 1.0, clamp((prog - LR_DELAY) / LR_TIME, 0.0, 1.0));
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float lrProg = smoothstep(0.0, 1.0, clamp((tvProgress - LR_DELAY) / LR_TIME, 0.0, 1.0));
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float ffProg = smoothstep(0.0, 1.0, clamp((prog - 1.0 + FF_TIME) / FF_TIME, 0.0, 1.0));
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float ffProg =
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smoothstep(0.0, 1.0, clamp((tvProgress - 1.0 + FF_TIME) / FF_TIME, 0.0, 1.0));
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// This is a top-center-bottom gradient in [0..1..0]
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// This is a top-center-bottom gradient in [0..1..0]
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float tb = coords.y * 2.0;
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float tb = coords.y * 2.0;
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@@ -107,16 +103,7 @@ void main() {
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// Assemble the final alpha value.
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// Assemble the final alpha value.
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float mask = tbMask * lrMask * ffMask;
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float mask = tbMask * lrMask * ffMask;
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// vec4 oColor = getInputColor(coords);
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// don't add another color transform
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// oColor.rgb = mix(oColor.rgb, uColor * oColor.a, smoothstep(0.0, 1.0, prog));
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oColor.a *= mask;
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oColor.a *= mask;
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// These are pretty useful for understanding how this works.
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// oColor = vec4(vec3(tbMask), 1);
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// oColor = vec4(vec3(lrMask), 1);
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// oColor = vec4(vec3(ffMask), 1);
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// oColor = vec4(vec3(mask), 1);
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setOutputColor(oColor);
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setOutputColor(oColor);
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}
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}
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