🚚 Move shader code to GLSL files
This commit is contained in:
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// Inject some common shader snippets. It is only possible to include glsl files from the
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// "common" directory. Also, the files in the "common" directory are not allowed to
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// include any further files.
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#include "common/uniforms.glsl"
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uniform vec2 uSeed;
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uniform float uShake;
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uniform float uTwirl;
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uniform float uSuction;
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uniform float uRandomness;
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const float ACTOR_SCALE = 2.0;
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const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
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// The math for the whirling is inspired by this post:
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// http://www.geeks3d.com/20110428/shader-library-swirl-post-processing-filter-in-glsl
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// We simply inverse the progress for opening windows.
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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// Choose a random suction center.
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vec2 center = uSeed * uRandomness + 0.5 * (1.0 - uRandomness);
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vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - center;
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// Add some shaking.
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coords.x +=
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progress * 0.05 * uShake * sin((progress + uSeed.x) * (1.0 + uSeed.x) * uShake);
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coords.y +=
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progress * 0.05 * uShake * cos((progress + uSeed.y) * (1.0 + uSeed.y) * uShake);
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// "Suck" the texture into the center.
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float dist = length(coords) / sqrt(2);
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coords += progress * coords / dist * 0.5 * uSuction;
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// Apply some whirling.
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float angle = pow(1.0 - dist, 2.0) * uTwirl * progress;
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float s = sin(angle);
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float c = cos(angle);
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coords = vec2(dot(coords, vec2(c, -s)), dot(coords, vec2(s, c)));
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// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
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cogl_color_out = texture2D(uTexture, coords + center);
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if (cogl_color_out.a > 0) {
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cogl_color_out.rgb /= cogl_color_out.a;
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}
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// Fade out the window texture.
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cogl_color_out.a *= 1.0 - progress;
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@@ -0,0 +1,15 @@
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// Inject some common shader snippets. It is only possible to include glsl files from the
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// "common" directory. Also, the files in the "common" directory are not allowed to
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// include any further files.
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#include "common/uniforms.glsl"
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uniform sampler2D uShardTexture;
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uniform vec2 uSeed;
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uniform vec2 uEpicenter;
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uniform float uShardScale;
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uniform float uBlowForce;
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uniform float uGravity;
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const float SHARD_LAYERS = 5;
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const float ACTOR_SCALE = 2.0;
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const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
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@@ -0,0 +1,49 @@
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cogl_color_out = vec4(0, 0, 0, 0);
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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// Draw the individual shard layers.
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for (float i = 0; i < SHARD_LAYERS; ++i) {
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// To enable drawing shards outside of the window bounds, the actor was scaled
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// by ACTOR_SCALE. Here we scale and move the texture coordinates so that the
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// window gets drawn at the correct position again.
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vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING;
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// Scale and rotate around our epicenter.
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coords -= uEpicenter;
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// Scale each layer a bit differently.
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coords /= mix(1.0, 1.0 + uBlowForce * (i + 2) / SHARD_LAYERS, progress);
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// Rotate each layer a bit differently.
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float rotation = (mod(i, 2.0) - 0.5) * 0.2 * progress;
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coords = vec2(coords.x * cos(rotation) - coords.y * sin(rotation),
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coords.x * sin(rotation) + coords.y * cos(rotation));
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// Move down each layer a bit.
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float gravity =
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(uForOpening ? -1.0 : 1.0) * uGravity * 0.1 * (i + 1) * progress * progress;
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coords += vec2(0, gravity);
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// Restore correct position.
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coords += uEpicenter;
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// Retrieve information from the shard texture for our layer.
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vec2 shardCoords = (coords + uSeed) * uSize / uShardScale / 500.0;
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vec2 shardMap = texture2D(uShardTexture, shardCoords).rg;
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// The green channel contains a random value in [0..1] for each shard. We
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// discretize this into SHARD_LAYERS bins and check if our layer falls into
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// the bin of the current shard.
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float shardGroup = floor(shardMap.g * SHARD_LAYERS * 0.999);
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if (shardGroup == i && (shardMap.x - pow(progress + 0.1, 2)) > 0) {
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cogl_color_out = texture2D(uTexture, coords);
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}
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}
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// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
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if (cogl_color_out.a > 0) {
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cogl_color_out.rgb /= cogl_color_out.a;
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}
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// The Shell.GLSLEffect uses straight alpha blending. This helper method allows
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// compositing color values in the shader in the same way.
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vec4 alphaOver(vec4 under, vec4 over) {
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float alpha = over.a + under.a * (1.0 - over.a);
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return vec4((over.rgb * over.a + under.rgb * under.a * (1.0 - over.a)) / alpha, alpha);
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}
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@@ -0,0 +1,22 @@
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// This method returns a mask which smoothly transitions towards zero when approaching
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// the window's borders. There is a variant which takes the transition area width in
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// pixels and one which takes this as a percentage.
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float getEdgeMask(vec2 uv, vec2 maxUV, float fadeWidth) {
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float mask = 1.0;
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mask *= smoothstep(0, 1, clamp(uv.x / fadeWidth, 0, 1));
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mask *= smoothstep(0, 1, clamp(uv.y / fadeWidth, 0, 1));
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mask *= smoothstep(0, 1, clamp((maxUV.x - uv.x) / fadeWidth, 0, 1));
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mask *= smoothstep(0, 1, clamp((maxUV.y - uv.y) / fadeWidth, 0, 1));
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return mask;
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}
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float getAbsoluteEdgeMask(float fadePixels) {
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vec2 uv = cogl_tex_coord_in[0].st * uSize;
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return getEdgeMask(uv, uSize, fadePixels);
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}
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float getRelativeEdgeMask(float fadeAmount) {
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vec2 uv = cogl_tex_coord_in[0].st;
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return getEdgeMask(uv, vec2(1.0), fadeAmount);
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}
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@@ -0,0 +1,10 @@
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float distToLine(vec2 origin, vec2 direction, vec2 point) {
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vec2 perpendicular = vec2(direction.y, -direction.x);
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return abs(dot(normalize(perpendicular), origin - point));
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}
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float getWinding(vec2 a, vec2 b) { return cross(vec3(a, 0.0), vec3(b, 0.0)).z; }
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vec2 rotate(vec2 a, float angle) {
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return vec2(a.x * cos(angle) - a.y * sin(angle), a.x * sin(angle) + a.y * cos(angle));
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}
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// These noise algorithms are based on implementations by various authors from
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// shadertoy.com, which are all available under the MIT License. See the respective links
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// in the comments below.
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////////////////////////////////////////////////////////////////////////////////////////
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// Hash without Sine //
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// MIT License, https://www.shadertoy.com/view/4djSRW //
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// Copyright (c) 2014 David Hoskins. //
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////////////////////////////////////////////////////////////////////////////////////////
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// 1 out, 1 in...
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float hash11(float p) {
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p = fract(p * .1031);
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p *= p + 33.33;
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p *= p + p;
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return fract(p);
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}
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// 1 out, 2 in...
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float hash12(vec2 p) {
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vec3 p3 = fract(vec3(p.xyx) * .1031);
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p3 += dot(p3, p3.yzx + 33.33);
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return fract((p3.x + p3.y) * p3.z);
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}
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// 1 out, 3 in...
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float hash13(vec3 p3) {
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p3 = fract(p3 * .1031);
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p3 += dot(p3, p3.zyx + 31.32);
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return fract((p3.x + p3.y) * p3.z);
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}
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// 2 out, 1 in...
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vec2 hash21(float p) {
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vec3 p3 = fract(vec3(p) * vec3(.1031, .1030, .0973));
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p3 += dot(p3, p3.yzx + 33.33);
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return fract((p3.xx + p3.yz) * p3.zy);
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}
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// 2 out, 2 in...
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vec2 hash22(vec2 p) {
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vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));
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p3 += dot(p3, p3.yzx + 33.33);
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return fract((p3.xx + p3.yz) * p3.zy);
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}
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// 2 out, 3 in...
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vec2 hash23(vec3 p3) {
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p3 = fract(p3 * vec3(.1031, .1030, .0973));
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p3 += dot(p3, p3.yzx + 33.33);
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return fract((p3.xx + p3.yz) * p3.zy);
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}
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// 3 out, 1 in...
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vec3 hash31(float p) {
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vec3 p3 = fract(vec3(p) * vec3(.1031, .1030, .0973));
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p3 += dot(p3, p3.yzx + 33.33);
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return fract((p3.xxy + p3.yzz) * p3.zyx);
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}
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// 3 out, 2 in...
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vec3 hash32(vec2 p) {
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vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));
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p3 += dot(p3, p3.yxz + 33.33);
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return fract((p3.xxy + p3.yzz) * p3.zyx);
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}
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// 3 out, 3 in...
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vec3 hash33(vec3 p3) {
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p3 = fract(p3 * vec3(.1031, .1030, .0973));
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p3 += dot(p3, p3.yxz + 33.33);
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return fract((p3.xxy + p3.yxx) * p3.zyx);
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}
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// 4 out, 1 in...
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vec4 hash41(float p) {
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vec4 p4 = fract(vec4(p) * vec4(.1031, .1030, .0973, .1099));
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p4 += dot(p4, p4.wzxy + 33.33);
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return fract((p4.xxyz + p4.yzzw) * p4.zywx);
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}
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// 4 out, 2 in...
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vec4 hash42(vec2 p) {
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vec4 p4 = fract(vec4(p.xyxy) * vec4(.1031, .1030, .0973, .1099));
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p4 += dot(p4, p4.wzxy + 33.33);
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return fract((p4.xxyz + p4.yzzw) * p4.zywx);
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}
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// 4 out, 3 in...
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vec4 hash43(vec3 p) {
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vec4 p4 = fract(vec4(p.xyzx) * vec4(.1031, .1030, .0973, .1099));
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p4 += dot(p4, p4.wzxy + 33.33);
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return fract((p4.xxyz + p4.yzzw) * p4.zywx);
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}
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// 4 out, 4 in...
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vec4 hash44(vec4 p4) {
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p4 = fract(p4 * vec4(.1031, .1030, .0973, .1099));
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p4 += dot(p4, p4.wzxy + 33.33);
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return fract((p4.xxyz + p4.yzzw) * p4.zywx);
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}
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////////////////////////////////////////////////////////////////////////////////////////
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// 2D Simplex Noise //
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// MIT License, https://www.shadertoy.com/view/Msf3WH //
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// Copyright © 2013 Inigo Quilez //
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////////////////////////////////////////////////////////////////////////////////////////
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float simplex2D(vec2 p) {
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const float K1 = 0.366025404; // (sqrt(3)-1)/2;
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const float K2 = 0.211324865; // (3-sqrt(3))/6;
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vec2 i = floor(p + (p.x + p.y) * K1);
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vec2 a = p - i + (i.x + i.y) * K2;
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float m = step(a.y, a.x);
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vec2 o = vec2(m, 1.0 - m);
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vec2 b = a - o + K2;
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vec2 c = a - 1.0 + 2.0 * K2;
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vec3 h = max(0.5 - vec3(dot(a, a), dot(b, b), dot(c, c)), 0.0);
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vec3 n = h * h * h * h *
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vec3(dot(a, -1.0 + 2.0 * hash22(i + 0.0)), dot(b, -1.0 + 2.0 * hash22(i + o)),
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dot(c, -1.0 + 2.0 * hash22(i + 1.0)));
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return 0.5 + 0.5 * dot(n, vec3(70.0));
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}
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float simplex2DFractal(vec2 p) {
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mat2 m = mat2(1.6, 1.2, -1.2, 1.6);
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float f = 0.5000 * simplex2D(p);
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p = m * p;
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f += 0.2500 * simplex2D(p);
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p = m * p;
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f += 0.1250 * simplex2D(p);
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p = m * p;
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f += 0.0625 * simplex2D(p);
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p = m * p;
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return f;
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}
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////////////////////////////////////////////////////////////////////////////////////////
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// 3D Simplex Noise //
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// MIT License, https://www.shadertoy.com/view/XsX3zB //
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// Copyright © 2013 Nikita Miropolskiy //
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////////////////////////////////////////////////////////////////////////////////////////
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float simplex3D(vec3 p) {
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// skew constants for 3D simplex functions
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const float F3 = 0.3333333;
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const float G3 = 0.1666667;
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// 1. find current tetrahedron T and it's four vertices
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// s, s+i1, s+i2, s+1.0 - absolute skewed (integer) coordinates of T vertices
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// x, x1, x2, x3 - unskewed coordinates of p relative to each of T vertice
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// calculate s and x
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vec3 s = floor(p + dot(p, vec3(F3)));
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vec3 x = p - s + dot(s, vec3(G3));
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// calculate i1 and i2
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vec3 e = step(vec3(0.0), x - x.yzx);
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vec3 i1 = e * (1.0 - e.zxy);
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vec3 i2 = 1.0 - e.zxy * (1.0 - e);
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// x1, x2, x3
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vec3 x1 = x - i1 + G3;
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vec3 x2 = x - i2 + 2.0 * G3;
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vec3 x3 = x - 1.0 + 3.0 * G3;
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// 2. find four surflets and store them in d
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vec4 w, d;
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// calculate surflet weights
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w.x = dot(x, x);
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w.y = dot(x1, x1);
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w.z = dot(x2, x2);
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w.w = dot(x3, x3);
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// w fades from 0.6 at the center of the surflet to 0.0 at the margin
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w = max(0.6 - w, 0.0);
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// calculate surflet components
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d.x = dot(-0.5 + hash33(s), x);
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d.y = dot(-0.5 + hash33(s + i1), x1);
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d.z = dot(-0.5 + hash33(s + i2), x2);
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d.w = dot(-0.5 + hash33(s + 1.0), x3);
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// multiply d by w^4
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w *= w;
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w *= w;
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d *= w;
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// 3. return the sum of the four surflets
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return dot(d, vec4(52.0)) * 0.5 + 0.5;
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}
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// directional artifacts can be reduced by rotating each octave
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float simplex3DFractal(vec3 m) {
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// const matrices for 3D rotation
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const mat3 rot1 = mat3(-0.37, 0.36, 0.85, -0.14, -0.93, 0.34, 0.92, 0.01, 0.4);
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const mat3 rot2 = mat3(-0.55, -0.39, 0.74, 0.33, -0.91, -0.24, 0.77, 0.12, 0.63);
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const mat3 rot3 = mat3(-0.71, 0.52, -0.47, -0.08, -0.72, -0.68, -0.7, -0.45, 0.56);
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return 0.5333333 * simplex3D(m * rot1) + 0.2666667 * simplex3D(2.0 * m * rot2) +
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0.1333333 * simplex3D(4.0 * m * rot3) + 0.0666667 * simplex3D(8.0 * m);
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}
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@@ -0,0 +1,11 @@
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// These should be included in every shader.
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// uForOpening: True if a window-open animation is ongoing, false otherwise.
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// uTexture: Contains the texture of the window.
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// uProgress: A value which transitions from 0 to 1 during the entire animation.
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// uTime: A steadily increasing value in seconds.
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// uSize: The size of uTexture in pixels.
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uniform bool uForOpening;
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uniform sampler2D uTexture;
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uniform float uProgress;
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uniform float uTime;
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uniform vec2 uSize;
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@@ -0,0 +1,49 @@
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// Inject some common shader snippets. It is only possible to include glsl files from the
|
||||
// "common" directory. Also, the files in the "common" directory are not allowed to
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||||
// include any further files.
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#include "common/uniforms.glsl"
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#include "common/noise.glsl"
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#include "common/edgeMask.glsl"
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uniform vec3 uColor;
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uniform float uScale;
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const float FADE_IN_TIME = 0.3;
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const float FADE_OUT_TIME = 0.6;
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const float HEART_FADE_TIME = 0.3;
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const float EDGE_FADE_WIDTH = 50;
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// This method returns two values:
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// result.x: A mask for the particles.
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// result.y: The opacity of the fading window.
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vec2 getMasks() {
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float fadeInProgress = clamp(uProgress / FADE_IN_TIME, 0, 1);
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float fadeOutProgress = clamp((uProgress - FADE_IN_TIME) / FADE_OUT_TIME, 0, 1);
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float heartProgress =
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clamp((uProgress - (1.0 - HEART_FADE_TIME)) / HEART_FADE_TIME, 0, 1);
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// Compute mask for the "atom" particles.
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float dist = length(cogl_tex_coord_in[0].st - 0.5) * 4.0;
|
||||
float atomMask = smoothstep(0.0, 1.0, (fadeInProgress * 2.0 - dist + 1.0));
|
||||
atomMask *= fadeInProgress;
|
||||
atomMask *= smoothstep(1.0, 0.0, fadeOutProgress);
|
||||
|
||||
// Fade-out the masks at the window edges.
|
||||
float edgeFade = getAbsoluteEdgeMask(EDGE_FADE_WIDTH);
|
||||
atomMask *= edgeFade;
|
||||
|
||||
float heartMask = getRelativeEdgeMask(0.5);
|
||||
heartMask = 3.0 * pow(heartMask, 5);
|
||||
heartMask *= fadeOutProgress;
|
||||
heartMask *= 1.0 - heartProgress;
|
||||
atomMask = clamp(heartMask + atomMask, 0, 1);
|
||||
|
||||
// Compute fading window opacity.
|
||||
float windowMask = pow(1.0 - fadeOutProgress, 2.0);
|
||||
|
||||
if (uForOpening) {
|
||||
windowMask = 1.0 - windowMask;
|
||||
}
|
||||
|
||||
return vec2(atomMask, windowMask);
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
vec2 masks = getMasks();
|
||||
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
|
||||
|
||||
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
|
||||
if (windowColor.a > 0) {
|
||||
windowColor.rgb /= windowColor.a;
|
||||
}
|
||||
|
||||
// Dissolve window to effect color / transparency.
|
||||
cogl_color_out.rgb = mix(uColor, windowColor.rgb, 0.2 * masks.y + 0.8);
|
||||
cogl_color_out.a = windowColor.a * masks.y;
|
||||
|
||||
vec2 scaledUV = (cogl_tex_coord_in[0].st - 0.5) * (1.0 + 0.1 * uProgress);
|
||||
scaledUV /= uScale;
|
||||
|
||||
// Add molecule particles.
|
||||
vec2 uv = scaledUV + vec2(0, 0.1 * uTime);
|
||||
uv *= 0.010598 * vec2(0.5 * uSize.x, uSize.y);
|
||||
float particles = 0.2 * pow((simplex3D(vec3(uv, 0.0 * uTime))), 3.0);
|
||||
|
||||
// Add more molecule particles.
|
||||
for (int i = 1; i <= 3; ++i) {
|
||||
vec2 uv = scaledUV * 0.12154 / pow(1.5, i) * uSize;
|
||||
float atoms = simplex3D(vec3(uv, 2.0 * uTime / i));
|
||||
particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms) - 1.0), 2);
|
||||
}
|
||||
|
||||
cogl_color_out.rgb += uColor * particles * masks.x;
|
||||
cogl_color_out.a += particles * masks.x;
|
||||
|
||||
// These are pretty useful for understanding how this works.
|
||||
// cogl_color_out = vec4(masks, 0.0, 1.0);
|
||||
// cogl_color_out = vec4(vec3(masks.x), 1.0);
|
||||
// cogl_color_out = vec4(vec3(masks.y), 1.0);
|
||||
// cogl_color_out = vec4(vec3(particles), 1.0);
|
||||
@@ -0,0 +1,66 @@
|
||||
// Inject some common shader snippets. It is only possible to include glsl files from the
|
||||
// "common" directory. Also, the files in the "common" directory are not allowed to
|
||||
// include any further files.
|
||||
#include "common/uniforms.glsl"
|
||||
#include "common/noise.glsl"
|
||||
#include "common/edgeMask.glsl"
|
||||
|
||||
uniform vec3 uColor;
|
||||
uniform float uScale;
|
||||
|
||||
const float SHOWER_TIME = 0.3;
|
||||
const float SHOWER_WIDTH = 0.3;
|
||||
const float STREAK_TIME = 0.6;
|
||||
const float EDGE_FADE = 50;
|
||||
|
||||
// This method returns four values:
|
||||
// result.x: A mask for the particles which lead the shower.
|
||||
// result.y: A mask for the streaks which follow the shower particles.
|
||||
// result.z: A mask for the final "atom" particles.
|
||||
// result.w: The opacity of the fading window.
|
||||
vec4 getMasks() {
|
||||
float showerProgress = uProgress / SHOWER_TIME;
|
||||
float streakProgress = clamp((uProgress - SHOWER_TIME) / STREAK_TIME, 0, 1);
|
||||
float fadeProgress = clamp((uProgress - SHOWER_TIME) / (1.0 - SHOWER_TIME), 0, 1);
|
||||
|
||||
// Gradient from top to bottom.
|
||||
float t = cogl_tex_coord_in[0].t;
|
||||
|
||||
// A smooth gradient which moves to the bottom within the showerProgress.
|
||||
float showerMask =
|
||||
smoothstep(1, 0, abs(showerProgress - t - SHOWER_WIDTH) / SHOWER_WIDTH);
|
||||
|
||||
// This is 1 above the streak mask.
|
||||
float streakMask = (showerProgress - t - SHOWER_WIDTH) > 0 ? 1 : 0;
|
||||
|
||||
// Compute mask for the "atom" particles.
|
||||
float atomMask = getRelativeEdgeMask(0.2);
|
||||
atomMask = max(0, atomMask - showerMask);
|
||||
atomMask *= streakMask;
|
||||
atomMask *= sqrt(1 - fadeProgress * fadeProgress);
|
||||
|
||||
// Make some particles visible in the streaks.
|
||||
showerMask += 0.05 * streakMask;
|
||||
|
||||
// Add shower mask to streak mask.
|
||||
streakMask = max(streakMask, showerMask);
|
||||
|
||||
// Fade-out the masks at the window edges.
|
||||
float edgeFade = getAbsoluteEdgeMask(EDGE_FADE);
|
||||
streakMask *= edgeFade;
|
||||
showerMask *= edgeFade;
|
||||
|
||||
// Fade-out the masks from top to bottom.
|
||||
float fade = smoothstep(0.0, 1.0, 1.0 + t - 2.0 * streakProgress);
|
||||
streakMask *= fade;
|
||||
showerMask *= fade;
|
||||
|
||||
// Compute fading window opacity.
|
||||
float windowMask = pow(1.0 - fadeProgress, 2.0);
|
||||
|
||||
if (uForOpening) {
|
||||
windowMask = 1.0 - windowMask;
|
||||
}
|
||||
|
||||
return vec4(showerMask, streakMask, atomMask, windowMask);
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
vec4 masks = getMasks();
|
||||
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
|
||||
|
||||
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
|
||||
if (windowColor.a > 0) {
|
||||
windowColor.rgb /= windowColor.a;
|
||||
}
|
||||
|
||||
// Dissolve window to effect color / transparency.
|
||||
cogl_color_out.rgb = mix(uColor, windowColor.rgb, 0.5 * masks.w + 0.5);
|
||||
cogl_color_out.a = windowColor.a * masks.w;
|
||||
|
||||
// Add leading shower particles.
|
||||
vec2 showerUV = cogl_tex_coord_in[0].st + vec2(0, -0.7 * uProgress / SHOWER_TIME);
|
||||
showerUV *= 0.02 * uSize / uScale;
|
||||
float shower = pow(simplex2D(showerUV), 10.0);
|
||||
cogl_color_out.rgb += uColor * shower * masks.x;
|
||||
cogl_color_out.a += shower * masks.x;
|
||||
|
||||
// Add trailing streak lines.
|
||||
vec2 streakUV = cogl_tex_coord_in[0].st + vec2(0, -uProgress / SHOWER_TIME);
|
||||
streakUV *= vec2(0.05 * uSize.x, 0.001 * uSize.y) / uScale;
|
||||
float streaks = simplex2DFractal(streakUV) * 0.5;
|
||||
cogl_color_out.rgb += uColor * streaks * masks.y;
|
||||
cogl_color_out.a += streaks * masks.y;
|
||||
|
||||
// Add glimmering atoms.
|
||||
vec2 atomUV = cogl_tex_coord_in[0].st + vec2(0, -0.025 * uProgress / SHOWER_TIME);
|
||||
atomUV *= 0.2 * uSize / uScale;
|
||||
float atoms = pow((simplex3D(vec3(atomUV, uTime))), 5.0);
|
||||
cogl_color_out.rgb += uColor * atoms * masks.z;
|
||||
cogl_color_out.a += atoms * masks.z;
|
||||
|
||||
// These are pretty useful for understanding how this works.
|
||||
// cogl_color_out = vec4(masks.rgb, 1.0);
|
||||
// cogl_color_out = vec4(vec3(masks.x), 1.0);
|
||||
// cogl_color_out = vec4(vec3(masks.y), 1.0);
|
||||
// cogl_color_out = vec4(vec3(masks.z), 1.0);
|
||||
// cogl_color_out = vec4(vec3(masks.w), 1.0);
|
||||
// cogl_color_out = vec4(vec3(shower), 1.0);
|
||||
// cogl_color_out = vec4(vec3(streaks), 1.0);
|
||||
// cogl_color_out = vec4(vec3(atoms), 1.0);
|
||||
@@ -0,0 +1,79 @@
|
||||
// Inject some common shader snippets. It is only possible to include glsl files from the
|
||||
// "common" directory. Also, the files in the "common" directory are not allowed to
|
||||
// include any further files.
|
||||
#include "common/uniforms.glsl"
|
||||
#include "common/compositing.glsl"
|
||||
#include "common/edgeMask.glsl"
|
||||
#include "common/noise.glsl"
|
||||
|
||||
uniform bool u3DNoise;
|
||||
uniform float uScale;
|
||||
uniform float uMovementSpeed;
|
||||
uniform vec4 uGradient1;
|
||||
uniform vec4 uGradient2;
|
||||
uniform vec4 uGradient3;
|
||||
uniform vec4 uGradient4;
|
||||
uniform vec4 uGradient5;
|
||||
|
||||
// These may be configurable in the future.
|
||||
const float EDGE_FADE = 70;
|
||||
const float FADE_WIDTH = 0.1;
|
||||
const float HIDE_TIME = 0.4;
|
||||
|
||||
// This maps the input value from [0..1] to a color from the gradient.
|
||||
vec4 getFireColor(float v) {
|
||||
const float steps[5] = float[](0.0, 0.2, 0.35, 0.5, 0.8);
|
||||
vec4 colors[5] = vec4[](uGradient1, uGradient2, uGradient3, uGradient4, uGradient5);
|
||||
|
||||
if (v < steps[0]) {
|
||||
return colors[0];
|
||||
}
|
||||
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (v <= steps[i + 1]) {
|
||||
return mix(colors[i], colors[i + 1],
|
||||
vec4(v - steps[i]) / (steps[i + 1] - steps[i]));
|
||||
}
|
||||
}
|
||||
|
||||
return colors[4];
|
||||
}
|
||||
|
||||
// This method requires the uniforms from standardUniforms() to be available.
|
||||
// It returns two values: The first is an alpha value which can be used for the window
|
||||
// texture. This gradually dissolves the window from top to bottom. The second can be used
|
||||
// to mask any effect, it will be most opaque where the window is currently fading and
|
||||
// gradually dissolve to zero over time.
|
||||
// hideTime: A value in [0..1]. It determines the percentage of the animation which
|
||||
// is spent for hiding the window. 1-hideTime will be spent thereafter for
|
||||
// dissolving the effect mask.
|
||||
// fadeWidth: The relative size of the window-hiding gradient in [0..1].
|
||||
// edgeFadeWidth: The pixel width of the effect fading range at the edges of the window.
|
||||
vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
|
||||
float burnProgress = clamp(uProgress / hideTime, 0, 1);
|
||||
float afterBurnProgress = clamp((uProgress - hideTime) / (1 - hideTime), 0, 1);
|
||||
|
||||
// Gradient from top to bottom.
|
||||
float t = cogl_tex_coord_in[0].t * (1 - fadeWidth);
|
||||
|
||||
// Visible part of the window. Gradually dissolves towards the bottom.
|
||||
float windowMask = 1 - clamp((burnProgress - t) / fadeWidth, 0, 1);
|
||||
|
||||
// Gradient from top burning window.
|
||||
float effectMask = clamp(t * (1 - windowMask) / burnProgress, 0, 1);
|
||||
|
||||
// Fade-out when the window burned down.
|
||||
if (uProgress > hideTime) {
|
||||
float fade = sqrt(1 - afterBurnProgress * afterBurnProgress);
|
||||
effectMask *= mix(1, 1 - t, afterBurnProgress) * fade;
|
||||
}
|
||||
|
||||
// Fade at window borders.
|
||||
effectMask *= getAbsoluteEdgeMask(edgeFadeWidth);
|
||||
|
||||
if (uForOpening) {
|
||||
windowMask = 1.0 - windowMask;
|
||||
}
|
||||
|
||||
return vec2(windowMask, effectMask);
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
// Get a noise value which moves vertically in time.
|
||||
vec2 uv = cogl_tex_coord_in[0].st * uSize / vec2(400, 600) / uScale;
|
||||
uv.y += uTime * uMovementSpeed;
|
||||
|
||||
float noise = u3DNoise ? simplex3DFractal(vec3(uv * 4.0, uTime* uMovementSpeed * 1.5))
|
||||
: simplex2DFractal(uv * 4.0);
|
||||
|
||||
// Modulate noise by effect mask.
|
||||
vec2 effectMask = effectMask(HIDE_TIME, FADE_WIDTH, EDGE_FADE);
|
||||
noise *= effectMask.y;
|
||||
|
||||
// Map noise value to color.
|
||||
vec4 fire = getFireColor(noise);
|
||||
|
||||
// Get the window texture.
|
||||
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st);
|
||||
|
||||
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
|
||||
if (cogl_color_out.a > 0) {
|
||||
cogl_color_out.rgb /= cogl_color_out.a;
|
||||
}
|
||||
|
||||
// Fade the window according to the effect mask.
|
||||
cogl_color_out.a *= effectMask.x;
|
||||
|
||||
// Add the fire to the window.
|
||||
cogl_color_out = alphaOver(cogl_color_out, fire);
|
||||
|
||||
// These are pretty useful for understanding how this works.
|
||||
// cogl_color_out = vec4(vec3(noise), 1);
|
||||
// cogl_color_out = vec4(vec3(effectMask.x), 1);
|
||||
// cogl_color_out = vec4(vec3(effectMask.y), 1);
|
||||
@@ -0,0 +1,54 @@
|
||||
// Inject some common shader snippets. It is only possible to include glsl files from the
|
||||
// "common" directory. Also, the files in the "common" directory are not allowed to
|
||||
// include any further files.
|
||||
#include "common/uniforms.glsl"
|
||||
#include "common/noise.glsl"
|
||||
|
||||
uniform bool uAdditiveBlending;
|
||||
uniform vec2 uSeed;
|
||||
uniform float uScale;
|
||||
uniform float uLineWidth;
|
||||
uniform vec4 uGlowColor;
|
||||
uniform vec4 uLineColor;
|
||||
|
||||
// This methods generates a procedural hexagonal pattern. It returns four values:
|
||||
// result.xy: This contains cell-relative coordinates for the given point.
|
||||
// [0, 0] is in the center of a cell, [0, 1] at the upper edge,
|
||||
// [sqrt(4.0 / 3.0), 0] at the right tip and so on.
|
||||
// result.z: This is the distance to the closest edge. This is used for shrinking
|
||||
// of the tiles and the sharp overlay lines.
|
||||
// result.w: This is the distance to the closest cell center. This is used for
|
||||
// the glow effect.
|
||||
vec4 getHexagons(vec2 p) {
|
||||
|
||||
// Length of a cell's edge.
|
||||
const float edgeLength = sqrt(4.0 / 3.0);
|
||||
|
||||
// The hexgrid repeats after this distance.
|
||||
const vec2 scale = vec2(3.0 * edgeLength, 2.0);
|
||||
|
||||
// This is a repeating grid of scale-sized cells. Y-values are in the
|
||||
// interval [-1...1], X-value in [-1.5*edgeLength...1.5*edgeLength].
|
||||
vec2 a = mod(p, scale) - scale * 0.5;
|
||||
vec2 aAbs = abs(a);
|
||||
|
||||
// This is the same as above, but offset by half scale.
|
||||
vec2 b = mod(p + scale * 0.5, scale) - scale * 0.5;
|
||||
vec2 bAbs = abs(b);
|
||||
|
||||
// Distance to closer edge, diagonally or horizontally.
|
||||
// Once for cell set A and once for cell set B.
|
||||
float distA = max(aAbs.x / edgeLength + aAbs.y * 0.5, aAbs.y);
|
||||
float distB = max(bAbs.x / edgeLength + bAbs.y * 0.5, bAbs.y);
|
||||
|
||||
// Minimum of both is distance to closest edge.
|
||||
float dist = 1.0 - min(distA, distB);
|
||||
|
||||
// We use the radial distance to the center for glow.
|
||||
float glow = min(dot(a, a), dot(b, b)) / 1.5;
|
||||
|
||||
// Take cell-relative coordinates from the closer cell.
|
||||
vec2 cellCoords = distA < distB ? a : b;
|
||||
|
||||
return vec4(cellCoords, dist, glow);
|
||||
}
|
||||
@@ -0,0 +1,59 @@
|
||||
// We simply inverse the progress for opening windows.
|
||||
float progress = uForOpening ? 1.0 - uProgress : uProgress;
|
||||
|
||||
// Add some smooth noise to the progress so that not every tile behaves the
|
||||
// same.
|
||||
float noise = simplex2D(cogl_tex_coord_in[0].st + uSeed);
|
||||
progress = clamp(mix(noise - 1.0, noise + 1.0, progress), 0.0, 1.0);
|
||||
|
||||
// glowProgress fades in in the first half of the animation, tileProgress fades
|
||||
// in in the second half.
|
||||
float glowProgress = smoothstep(0, 1, clamp(progress / 0.5, 0, 1));
|
||||
float tileProgress = smoothstep(0, 1, clamp((progress - 0.5) / 0.5, 0, 1));
|
||||
|
||||
vec2 texScale = 0.1 * uSize / uScale;
|
||||
vec4 hex = getHexagons(cogl_tex_coord_in[0].st * texScale);
|
||||
|
||||
if (tileProgress > hex.z) {
|
||||
|
||||
// Crop outer parts of the shrinking tiles.
|
||||
cogl_color_out.a = 0.0;
|
||||
|
||||
} else {
|
||||
|
||||
// Make the tiles shrink by offsetting the texture lookup towards the edge
|
||||
// of the cell.
|
||||
vec2 lookupOffset = tileProgress * hex.xy / texScale / (1.0 - tileProgress);
|
||||
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st + lookupOffset);
|
||||
|
||||
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
|
||||
if (cogl_color_out.a > 0) {
|
||||
cogl_color_out.rgb /= cogl_color_out.a;
|
||||
}
|
||||
|
||||
vec4 glow = uGlowColor;
|
||||
vec4 line = uLineColor;
|
||||
|
||||
// For the glow, we accumulate a few exponentially scaled versions of hex.w.
|
||||
glow.a *= pow(hex.w, 20.0) * 10.0 + pow(hex.w, 10.0) * 5.0 + pow(hex.w, 2.0) * 0.5;
|
||||
|
||||
// Using step(uLineWidth, hex.z) would be simpler, but the below creates some
|
||||
// fake antialiasing.
|
||||
line.a *= 1.0 - smoothstep(uLineWidth * 0.02 * 0.5, uLineWidth * 0.02, hex.z);
|
||||
|
||||
// Fade in the glowing lines.
|
||||
glow.a *= glowProgress;
|
||||
line.a *= glowProgress;
|
||||
|
||||
// Do not add the hexagon lines onto transparent parts of the window.
|
||||
glow *= cogl_color_out.a;
|
||||
line *= cogl_color_out.a;
|
||||
|
||||
if (uAdditiveBlending) {
|
||||
cogl_color_out.rgb += glow.rgb * glow.a;
|
||||
cogl_color_out.rgb += line.rgb * line.a;
|
||||
} else {
|
||||
cogl_color_out.rgb = mix(cogl_color_out.rgb, glow.rgb, glow.a);
|
||||
cogl_color_out.rgb = mix(cogl_color_out.rgb, line.rgb, line.a);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,68 @@
|
||||
// Inject some common shader snippets. It is only possible to include glsl files from the
|
||||
// "common" directory. Also, the files in the "common" directory are not allowed to
|
||||
// include any further files.
|
||||
#include "common/uniforms.glsl"
|
||||
#include "common/noise.glsl"
|
||||
#include "common/edgeMask.glsl"
|
||||
#include "common/compositing.glsl"
|
||||
|
||||
uniform sampler2D uFontTexture;
|
||||
uniform vec3 uTrailColor;
|
||||
uniform vec3 uTipColor;
|
||||
uniform float uLetterSize;
|
||||
uniform float uRandomness;
|
||||
uniform float uOverShoot;
|
||||
|
||||
// These may be configurable in the future.
|
||||
const float EDGE_FADE = 30;
|
||||
const float FADE_WIDTH = 150;
|
||||
const float TRAIL_LENGTH = 0.2;
|
||||
const float FINAL_FADE_START_TIME = 0.8;
|
||||
const float LETTER_TILES = 16.0;
|
||||
const float LETTER_FLICKER_SPEED = 2.0;
|
||||
|
||||
// This returns a flickering grid of random letters.
|
||||
float getText(vec2 fragCoord) {
|
||||
vec2 pixelCoords = fragCoord * uSize;
|
||||
vec2 uv = mod(pixelCoords.xy, uLetterSize) / uLetterSize;
|
||||
vec2 block = pixelCoords / uLetterSize - uv;
|
||||
|
||||
// Choose random letter.
|
||||
uv += floor(hash22(floor(hash22(block) * vec2(12.9898, 78.233) +
|
||||
LETTER_FLICKER_SPEED * uTime + 42.254)) *
|
||||
LETTER_TILES);
|
||||
|
||||
return texture2D(uFontTexture, uv / LETTER_TILES).r;
|
||||
}
|
||||
|
||||
// This returns two values: The first are gradients for the "raindrops" which move
|
||||
// from top to bottom. This is used for fading the letters. The second value is set
|
||||
// to one below each drop and to zero above it. This second value is used for fading
|
||||
// the window texture.
|
||||
vec2 getRain(vec2 fragCoord) {
|
||||
float column = cogl_tex_coord_in[0].x * uSize.x;
|
||||
column -= mod(column, uLetterSize);
|
||||
|
||||
float delay = fract(sin(column) * 78.233) * mix(0.0, 1.0, uRandomness);
|
||||
float speed = fract(cos(column) * 12.989) * mix(0.0, 0.3, uRandomness) + 1.5;
|
||||
|
||||
float distToDrop = (uProgress * 2 - delay) * speed - cogl_tex_coord_in[0].y;
|
||||
|
||||
float rainAlpha = distToDrop >= 0 ? exp(-distToDrop / TRAIL_LENGTH) : 0;
|
||||
float windowAlpha = 1 - clamp(uSize.y * distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
|
||||
|
||||
// Fade at window borders.
|
||||
rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE);
|
||||
|
||||
// Add some variation to the drop start and end position.
|
||||
float shorten =
|
||||
fract(sin(column + 42.0) * 33.423) * mix(0.0, uOverShoot * 0.25, uRandomness);
|
||||
rainAlpha *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].y / shorten, 0, 1));
|
||||
rainAlpha *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].y) / shorten, 0, 1));
|
||||
|
||||
if (uForOpening) {
|
||||
windowAlpha = 1.0 - windowAlpha;
|
||||
}
|
||||
|
||||
return vec2(rainAlpha, windowAlpha);
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
vec2 coords = cogl_tex_coord_in[0].st;
|
||||
coords.y = coords.y * (uOverShoot + 1.0) - uOverShoot * 0.5;
|
||||
|
||||
// Get a cool matrix effect. See comments for those methods above.
|
||||
vec2 rainMask = getRain(coords);
|
||||
float textMask = getText(coords);
|
||||
|
||||
// Get the window texture.
|
||||
cogl_color_out = texture2D(uTexture, coords);
|
||||
|
||||
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
|
||||
if (cogl_color_out.a > 0) {
|
||||
cogl_color_out.rgb /= cogl_color_out.a;
|
||||
}
|
||||
|
||||
// Fade the window according to the effect mask.
|
||||
cogl_color_out.a *= rainMask.y;
|
||||
|
||||
// This is used to fade out the remaining trails in the end.
|
||||
float finalFade =
|
||||
1 - clamp((uProgress - FINAL_FADE_START_TIME) / (1 - FINAL_FADE_START_TIME), 0, 1);
|
||||
float rainAlpha = finalFade * rainMask.x;
|
||||
|
||||
// Add the matrix effect to the window.
|
||||
vec4 text =
|
||||
vec4(mix(uTrailColor, uTipColor, min(1, pow(rainAlpha + 0.1, 4))), rainAlpha* textMask);
|
||||
cogl_color_out = alphaOver(cogl_color_out, text);
|
||||
|
||||
// These are pretty useful for understanding how this works.
|
||||
// cogl_color_out = vec4(vec3(textMask), 1);
|
||||
// cogl_color_out = vec4(vec3(rainMask.x), 1);
|
||||
// cogl_color_out = vec4(vec3(rainMask.y), 1);
|
||||
@@ -0,0 +1,18 @@
|
||||
// Inject some common shader snippets. It is only possible to include glsl files from the
|
||||
// "common" directory. Also, the files in the "common" directory are not allowed to
|
||||
// include any further files.
|
||||
#include "common/uniforms.glsl"
|
||||
#include "common/noise.glsl"
|
||||
#include "common/math2D.glsl"
|
||||
|
||||
uniform sampler2D uDustTexture;
|
||||
uniform vec4 uDustColor;
|
||||
uniform vec2 uSeed;
|
||||
uniform float uDustScale;
|
||||
|
||||
const float DUST_LAYERS = 4;
|
||||
const float GROW_INTENSITY = 0.05;
|
||||
const float SHRINK_INTENSITY = 0.05;
|
||||
const float WIND_INTENSITY = 0.05;
|
||||
const float ACTOR_SCALE = 1.2;
|
||||
const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
|
||||
@@ -0,0 +1,71 @@
|
||||
// We simply inverse the progress for opening windows.
|
||||
float progress = uForOpening ? uProgress : 1.0 - uProgress;
|
||||
|
||||
float gradient = cogl_tex_coord_in[0].t * ACTOR_SCALE - PADDING;
|
||||
progress = 2.0 - gradient - 2.0 * progress;
|
||||
progress = progress + 0.25 - 0.5 * simplex2D((cogl_tex_coord_in[0].st + uSeed) * 2.0);
|
||||
progress = pow(max(0, progress), 2.0);
|
||||
|
||||
// This may help you to understand how this effect works.
|
||||
// cogl_color_out = vec4(progress, 0, 0, 0);
|
||||
// return;
|
||||
|
||||
cogl_color_out = vec4(0, 0, 0, 0);
|
||||
|
||||
for (float i = 0; i < DUST_LAYERS; ++i) {
|
||||
|
||||
// Create a random direction.
|
||||
float factor = DUST_LAYERS == 1 ? 0 : i / (DUST_LAYERS - 1);
|
||||
float angle = 123.123 * (uSeed.x + factor);
|
||||
vec2 direction = vec2(1.0, 0.0);
|
||||
direction = rotate(direction, angle);
|
||||
|
||||
// Flip direction for one side of the window.
|
||||
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - 0.5;
|
||||
if (getWinding(direction, coords) > 0) {
|
||||
direction *= -1;
|
||||
}
|
||||
|
||||
// Flip direction for half the layers.
|
||||
if (factor > 0.5) {
|
||||
direction *= -1;
|
||||
}
|
||||
|
||||
// We grow the layer along the random direction, shrink it orthogonally to it
|
||||
// and scale it up slightly.
|
||||
float dist = distToLine(vec2(0.0), direction, coords);
|
||||
vec2 grow = direction * dist * mix(0, GROW_INTENSITY, progress);
|
||||
vec2 shrink =
|
||||
vec2(direction.y, -direction.x) * dist * mix(0, SHRINK_INTENSITY, progress);
|
||||
float scale = mix(1.0, 1.05, factor * progress);
|
||||
coords = (coords + grow + shrink) / scale;
|
||||
|
||||
// Add some wind.
|
||||
coords.x += WIND_INTENSITY * progress * (uForOpening ? 1.0 : -1.0);
|
||||
|
||||
// Now check wether there is actually something in the current dust layer at
|
||||
// the coords position.
|
||||
vec2 dustCoords = (coords + uSeed) * uSize / uDustScale / 100.0;
|
||||
vec2 dustMap = texture2D(uDustTexture, dustCoords).rg;
|
||||
float dustGroup = floor(dustMap.g * DUST_LAYERS * 0.999);
|
||||
|
||||
if (dustGroup == i) {
|
||||
|
||||
// Get the window color.
|
||||
vec4 windowColor = texture2D(uTexture, coords + 0.5);
|
||||
|
||||
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
|
||||
if (windowColor.a > 0) {
|
||||
windowColor.rgb /= windowColor.a;
|
||||
}
|
||||
|
||||
// Fade the window color to uDustColor.
|
||||
vec3 dustColor = mix(windowColor.rgb, uDustColor.rgb, uDustColor.a);
|
||||
windowColor.rgb = mix(windowColor.rgb, dustColor, progress);
|
||||
|
||||
// Dissolve and blend the layers.
|
||||
if (dustMap.x - progress > 0) {
|
||||
cogl_color_out = windowColor;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,57 @@
|
||||
// Inject some common shader snippets. It is only possible to include glsl files from the
|
||||
// "common" directory. Also, the files in the "common" directory are not allowed to
|
||||
// include any further files.
|
||||
#include "common/uniforms.glsl"
|
||||
#include "common/noise.glsl"
|
||||
#include "common/compositing.glsl"
|
||||
|
||||
// See assets/README.md for how this texture was created.
|
||||
uniform sampler2D uClawTexture;
|
||||
uniform vec4 uFlashColor;
|
||||
uniform vec2 uSeed;
|
||||
uniform float uClawSize;
|
||||
uniform float uNumClaws;
|
||||
uniform float uWarpIntensity;
|
||||
|
||||
const float FLASH_INTENSITY = 0.1;
|
||||
const float MAX_SPAWN_TIME =
|
||||
0.6; // Scratches will only start in the first half of the animation.
|
||||
const float FF_TIME = 0.6; // Relative time for the final fade to transparency.
|
||||
|
||||
// This method generates a grid of randomly rotated, slightly shifted and scaled
|
||||
// UV squares. It returns the texture coords of the UV square at the given actor
|
||||
// coordinates. If these do not fall into one of the UV grids, the coordinates of
|
||||
// the closest UV grid will be clamped and returned.
|
||||
vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) {
|
||||
|
||||
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
|
||||
vec2 coords = texCoords + hash22(seed);
|
||||
coords *= uSize.x < uSize.y ? vec2(1.0, 1.0 * uSize.y / uSize.x)
|
||||
: vec2(1.0 * uSize.x / uSize.y, 1.0);
|
||||
|
||||
// Apply global scale.
|
||||
coords *= gridScale;
|
||||
|
||||
// Get grid cell coordinates in [0..1].
|
||||
vec2 cellUV = mod(coords, vec2(1));
|
||||
|
||||
// This is unique for each cell.
|
||||
vec2 cellID = coords - cellUV + vec2(362.456);
|
||||
|
||||
// Add random rotation, scale and offset to each grid cell.
|
||||
float scale = mix(0.8, 1.0, hash12(cellID * seed * 134.451));
|
||||
float offsetX = mix(0.0, 1.0 - scale, hash12(cellID * seed * 54.4129));
|
||||
float offsetY = mix(0.0, 1.0 - scale, hash12(cellID * seed * 25.3089));
|
||||
float rotation = mix(0.0, 2.0 * 3.141, hash12(cellID * seed * 2.99837));
|
||||
|
||||
cellUV -= vec2(offsetX, offsetY);
|
||||
cellUV /= scale;
|
||||
|
||||
cellUV -= 0.5;
|
||||
cellUV = vec2(cellUV.x * cos(rotation) - cellUV.y * sin(rotation),
|
||||
cellUV.x * sin(rotation) + cellUV.y * cos(rotation));
|
||||
cellUV += 0.5;
|
||||
|
||||
// Clamp resulting coordinates.
|
||||
return clamp(cellUV, vec2(0), vec2(1));
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
float progress = uForOpening ? 1.0 - uProgress : uProgress;
|
||||
|
||||
// Warp the texture coordinates to create a blow-up effect.
|
||||
vec2 coords = cogl_tex_coord_in[0].st * 2.0 - 1.0;
|
||||
float dist = length(coords);
|
||||
coords = (coords / dist * pow(dist, 1.0 + uWarpIntensity)) * 0.5 + 0.5;
|
||||
coords = mix(cogl_tex_coord_in[0].st, coords, progress);
|
||||
|
||||
// Accumulate several random scratches. The color in the scratch map refers to the
|
||||
// relative time when the respective part will become invisible. Therefore we can
|
||||
// add a value to make the scratch appear later.
|
||||
float scratchMap = 1.0;
|
||||
for (int i = 0; i < uNumClaws; ++i) {
|
||||
vec2 uv = getClawUV(coords, 1.0 / uClawSize, uSeed * (i + 1));
|
||||
float delay = i / uNumClaws * MAX_SPAWN_TIME;
|
||||
scratchMap = min(scratchMap, clamp(texture2D(uClawTexture, uv).r + delay, 0, 1));
|
||||
}
|
||||
|
||||
// Get the window texture. We shift the texture lookup by the local derivative of
|
||||
// the claw texture in order to mimic some folding distortion.
|
||||
vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * progress * 0.5;
|
||||
cogl_color_out = texture2D(uTexture, coords + offset);
|
||||
|
||||
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
|
||||
if (cogl_color_out.a > 0) {
|
||||
cogl_color_out.rgb /= cogl_color_out.a;
|
||||
}
|
||||
|
||||
// Add colorful flashes.
|
||||
float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - progress) + 1;
|
||||
if (flashIntensity < 0 || flashIntensity >= 1) {
|
||||
flashIntensity = 0;
|
||||
}
|
||||
|
||||
// Hide flashes where there is now window.
|
||||
vec4 flash = uFlashColor;
|
||||
flash.a *= flashIntensity * cogl_color_out.a * (1.0 - progress);
|
||||
|
||||
// Hide scratched out parts.
|
||||
cogl_color_out.a *= (scratchMap > progress ? 1 : 0);
|
||||
|
||||
// Add flash color.
|
||||
cogl_color_out = alphaOver(cogl_color_out, flash);
|
||||
|
||||
// Fade out the remaining shards.
|
||||
float fadeProgress = smoothstep(0, 1, (progress - 1.0 + FF_TIME) / FF_TIME);
|
||||
cogl_color_out.a *= sqrt(1 - fadeProgress * fadeProgress);
|
||||
|
||||
// These are pretty useful for understanding how this works.
|
||||
// cogl_color_out = vec4(vec3(flashIntensity), 1);
|
||||
// cogl_color_out = vec4(vec3(scratchMap), 1);
|
||||
@@ -0,0 +1,12 @@
|
||||
// Inject some common shader snippets. It is only possible to include glsl files from the
|
||||
// "common" directory. Also, the files in the "common" directory are not allowed to
|
||||
// include any further files.
|
||||
#include "common/uniforms.glsl"
|
||||
|
||||
uniform vec3 uColor;
|
||||
|
||||
const float BLUR_WIDTH = 0.01; // Width of the gradients.
|
||||
const float TB_TIME = 0.7; // Relative time for the top/bottom animation.
|
||||
const float LR_TIME = 0.4; // Relative time for the left/right animation.
|
||||
const float LR_DELAY = 0.6; // Delay after which the left/right animation starts.
|
||||
const float FF_TIME = 0.1; // Relative time for the final fade to transparency.
|
||||
@@ -0,0 +1,42 @@
|
||||
float progress = uForOpening ? 1.0 - uProgress : uProgress;
|
||||
|
||||
// All of these are in [0..1] during the different stages of the animation.
|
||||
// tb refers to the top-bottom animation.
|
||||
// lr refers to the left-right animation.
|
||||
// ff refers to the final fade animation.
|
||||
float tbProgress = smoothstep(0, 1, clamp(progress / TB_TIME, 0, 1));
|
||||
float lrProgress = smoothstep(0, 1, clamp((progress - LR_DELAY) / LR_TIME, 0, 1));
|
||||
float ffProgress = smoothstep(0, 1, clamp((progress - 1.0 + FF_TIME) / FF_TIME, 0, 1));
|
||||
|
||||
// This is a top-center-bottom gradient in [0..1..0]
|
||||
float tb = cogl_tex_coord_in[0].t * 2;
|
||||
tb = tb < 1 ? tb : 2 - tb;
|
||||
|
||||
// This is a left-center-right gradient in [0..1..0]
|
||||
float lr = cogl_tex_coord_in[0].s * 2;
|
||||
lr = lr < 1 ? lr : 2 - lr;
|
||||
|
||||
// Combine the progress values with the gradients to create the alpha masks.
|
||||
float tbMask = 1 - smoothstep(0, 1, clamp((tbProgress - tb) / BLUR_WIDTH, 0, 1));
|
||||
float lrMask = 1 - smoothstep(0, 1, clamp((lrProgress - lr) / BLUR_WIDTH, 0, 1));
|
||||
float ffMask = 1 - smoothstep(0, 1, ffProgress);
|
||||
|
||||
// Assemble the final alpha value.
|
||||
float mask = tbMask * lrMask * ffMask;
|
||||
|
||||
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st);
|
||||
|
||||
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
|
||||
if (cogl_color_out.a > 0) {
|
||||
cogl_color_out.rgb /= cogl_color_out.a;
|
||||
}
|
||||
|
||||
cogl_color_out.rgb =
|
||||
mix(cogl_color_out.rgb, uColor* cogl_color_out.a, smoothstep(0, 1, progress));
|
||||
cogl_color_out.a *= mask;
|
||||
|
||||
// These are pretty useful for understanding how this works.
|
||||
// cogl_color_out = vec4(vec3(tbMask), 1);
|
||||
// cogl_color_out = vec4(vec3(lrMask), 1);
|
||||
// cogl_color_out = vec4(vec3(ffMask), 1);
|
||||
// cogl_color_out = vec4(vec3(mask), 1);
|
||||
@@ -0,0 +1,56 @@
|
||||
// Inject some common shader snippets. It is only possible to include glsl files from the
|
||||
// "common" directory. Also, the files in the "common" directory are not allowed to
|
||||
// include any further files.
|
||||
#include "common/uniforms.glsl"
|
||||
#include "common/noise.glsl"
|
||||
#include "common/edgeMask.glsl"
|
||||
#include "common/compositing.glsl"
|
||||
|
||||
uniform vec2 uSeed;
|
||||
uniform vec3 uColor;
|
||||
uniform float uScale;
|
||||
|
||||
const float WISPS_RADIUS = 20.0;
|
||||
const float WISPS_SPEED = 10.0;
|
||||
const float WISPS_SPACING = 40 + WISPS_RADIUS;
|
||||
const int WISPS_LAYERS = 8;
|
||||
const float WISPS_IN_TIME = 0.5;
|
||||
const float WINDOW_OUT_TIME = 1.0;
|
||||
|
||||
// Returns a grid of randomly moving points. Each grid cell contains one point which
|
||||
// moves on an ellipse.
|
||||
float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
|
||||
|
||||
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
|
||||
vec2 coords = (texCoords + hash22(seed)) * uSize;
|
||||
|
||||
// Apply global scale.
|
||||
coords /= gridSize;
|
||||
|
||||
// Get grid cell coordinates in [0..1].
|
||||
vec2 cellUV = mod(coords, vec2(1));
|
||||
|
||||
// This is unique for each cell.
|
||||
vec2 cellID = coords - cellUV + vec2(362.456);
|
||||
|
||||
// Add random rotation, scale and offset to each grid cell.
|
||||
float speed = mix(10.0, 15.0, hash12(cellID * seed * 134.451)) / gridSize * WISPS_SPEED;
|
||||
float rotation = mix(0.0, 6.283, hash12(cellID * seed * 54.4129));
|
||||
float radius = mix(0.5, 1.0, hash12(cellID * seed * 19.1249)) * WISPS_RADIUS;
|
||||
float roundness = mix(-1.0, 1.0, hash12(cellID * seed * 7.51949));
|
||||
|
||||
vec2 offset = vec2(sin(speed * (uTime + 1)) * roundness, cos(speed * (uTime + 1)));
|
||||
offset *= 0.5 - 0.5 * radius / gridSize;
|
||||
offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
|
||||
offset.x * sin(rotation) + offset.y * cos(rotation));
|
||||
|
||||
cellUV += offset;
|
||||
|
||||
// Use distance to center of shifted / rotated UV coordinates to draw a glaring point.
|
||||
float dist = length(cellUV - 0.5) * gridSize / radius;
|
||||
if (dist < 1.0) {
|
||||
return min(5, 0.01 / pow(dist, 2.0));
|
||||
}
|
||||
|
||||
return 0.0;
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
float progress = uForOpening ? 1.0 - uProgress : uProgress;
|
||||
|
||||
// Get the color of the window.
|
||||
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st);
|
||||
|
||||
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
|
||||
if (cogl_color_out.a > 0) {
|
||||
cogl_color_out.rgb /= cogl_color_out.a;
|
||||
}
|
||||
|
||||
// Compute several layers of moving wisps.
|
||||
vec2 uv = (cogl_tex_coord_in[0].st - 0.5) / mix(1.0, 0.5, progress) + 0.5;
|
||||
uv /= uScale;
|
||||
float wisps = 0;
|
||||
for (int i = 0; i < WISPS_LAYERS; ++i) {
|
||||
wisps += getWisps(uv * 0.3, WISPS_SPACING, uSeed * (i + 1));
|
||||
}
|
||||
|
||||
// Compute shrinking edge mask.
|
||||
float mask = getRelativeEdgeMask(mix(0.01, 0.5, progress));
|
||||
|
||||
// Compute three different progress values.
|
||||
float wispsIn = smoothstep(0, 1, clamp(progress / WISPS_IN_TIME, 0, 1));
|
||||
float wispsOut =
|
||||
smoothstep(0, 1, clamp((progress - WISPS_IN_TIME) / (1.0 - WISPS_IN_TIME), 0, 1));
|
||||
float windowOut = smoothstep(0, 1, clamp(progress / WINDOW_OUT_TIME, 0, 1));
|
||||
|
||||
// Use a noise function to dissolve the window.
|
||||
float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * uSize / 250) - 1.0));
|
||||
float windowMask = 1.0 - (windowOut < 0.5 ? mix(0.0, noise, windowOut * 2.0)
|
||||
: mix(noise, 1.0, windowOut * 2.0 - 1.0));
|
||||
cogl_color_out.a *= windowMask * mask;
|
||||
|
||||
// Add the wisps.
|
||||
vec4 wispColor = wisps * vec4(uColor, min(wispsIn, 1.0 - wispsOut) * mask);
|
||||
cogl_color_out = alphaOver(cogl_color_out, wispColor);
|
||||
|
||||
// These are pretty useful for understanding how this works.
|
||||
// cogl_color_out = vec4(vec3(windowMask), 1.0);
|
||||
// cogl_color_out = vec4(vec3(wisps), 1.0);
|
||||
// cogl_color_out = vec4(vec3(noise), 1.0);
|
||||
// cogl_color_out = vec4(vec3(mask*min(wispsIn, 1.0 - wispsOut)), 1.0);
|
||||
Reference in New Issue
Block a user