🔧 Streamline RGB warp effect
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@@ -10,6 +10,7 @@
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//////////////////////////////////////////////////////////////////////////////////////////
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// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
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// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
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// SPDX-License-Identifier: GPL-3.0-or-later
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// The content from common.glsl is automatically prepended to each shader effect. This
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@@ -31,65 +32,43 @@
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// void setOutputColor(vec4 outColor)
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uniform float uBrightness;
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uniform float uStretchR;
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uniform float uStretchG;
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uniform float uStretchB;
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uniform float uSpeedR;
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uniform float uSpeedG;
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uniform float uSpeedB;
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float FadeInOut(float t, float power)
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{
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float s = -1.0 * pow((t-0.5)/(0.5),power)+1.0;
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s = clamp(s,0.0,1.0);
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float FadeInOut(float t, float power) {
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float s = -1.0 * pow((t - 0.5) / (0.5), power) + 1.0;
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s = clamp(s, 0.0, 1.0);
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return s;
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}
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void main() {
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// Calculate the progression value based on the animation direction.
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// If opening, use uProgress as-is; if closing, invert the progression.
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float progress = uForOpening ? uProgress : 1.0 - uProgress;
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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//progress will now go from 0.5 to 1.0
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progress = mix(0.5,1.0,progress);
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// Percentage of the progress time which is spent until all pixels start moving up.
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float minSpeed = min(uSpeedR, min(uSpeedG, uSpeedB));
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float waveTime = mix(0.1, 0.9, minSpeed);
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float waveProgress = progress / waveTime;
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// the UV
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vec2 uv = iTexCoord.st;
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//flipped the uv
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vec2 f = vec2(uv.x,1.0 - uv.y);
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// Gradient from top to bottom (0 at top, 1 at bottom).
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float t = iTexCoord.t;
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// w is the wave
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float w = 0.0;
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// Calculate the vertical wave offset.
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float offset = max(waveProgress - t, 0.0);
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offset /= (1.0 / waveTime) - 1.0;
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offset *= (1.0 - waveTime);
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vec4 colorR = getInputColor(iTexCoord + vec2(0.0, offset * (uSpeedR - minSpeed + 1.0)));
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vec4 colorG = getInputColor(iTexCoord + vec2(0.0, offset * (uSpeedG - minSpeed + 1.0)));
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vec4 colorB = getInputColor(iTexCoord + vec2(0.0, offset * (uSpeedB - minSpeed + 1.0)));
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//w will be used to calculate the the size of the wave
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float p = mix(0.0, 1.0 + 1.0, progress);
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w = 1.0 - abs(p - f.y);
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w = clamp(w,0.0,1.0);
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w = pow(w, mix(100.0,1.0,1.0) );
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//starting output color
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vec4 oColor = vec4(0.0);
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// outputs for RGB is based on the color of the window, times uStreatch(RG and B), and another multipler for the brightness
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oColor.r = getInputColor(uv + vec2(0.0,w * uStretchR ) ).r * mix(1.0, uBrightness, FadeInOut(progress,4));
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oColor.g = getInputColor(uv + vec2(0.0,w * uStretchG ) ).g * mix(1.0, uBrightness, FadeInOut(progress,4));
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oColor.b = getInputColor(uv + vec2(0.0,w * uStretchB ) ).b * mix(1.0, uBrightness, FadeInOut(progress,4));
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//if you can think of a better way to handle the alpha ... try that
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if (oColor.r + oColor.g + oColor.b > 0.0)
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{
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oColor.a = getInputColor(uv).a ;
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}
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else
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{
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oColor.a = 0.0;
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}
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vec4 oColor =
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vec4(colorR.r, colorG.g, colorB.b, (colorR.a + colorG.a + colorB.a) / 3.0);
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oColor.rgb *= mix(1.0, uBrightness, FadeInOut(progress, 4));
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oColor.a *= getRelativeEdgeMask(0.1);
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setOutputColor(oColor);
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}
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