resync with master ... hoping it works
This commit is contained in:
Justin Garza
2025-01-20 15:41:31 -05:00
parent 2dd37ed5c0
commit 68cef3e672
33 changed files with 5662 additions and 176 deletions
+457
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
// SPDX-License-Identifier: GPL-3.0-or-later
// The content from common.glsl is automatically prepended to each shader effect. This
// provides the standard input:
// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
// float uProgress: A value which transitions from 0 to 1 during the animation.
// float uDuration: The duration of the current animation in seconds.
// vec2 uSize: The size of uTexture in pixels.
// float uPadding: The empty area around the actual window (e.g. where the shadow
// is drawn). For now, this will only be set on GNOME.
// Furthermore, there are two global methods for reading the window input color and
// setting the shader output color. Both methods assume straight alpha:
// vec4 getInputColor(vec2 coords)
// void setOutputColor(vec4 outColor)
// The width of the fading effect is loaded from the settings.
// use 8BitStyle or not (sliding scale)
uniform float uScaleStyle;
//these are for the sparks
uniform float uSparkCount;
uniform vec4 uSparkColor;
uniform float uSparkRotation;
//these are for the Rays
uniform vec4 uRaysColor;
//these are for the stars
uniform float uRingCount;
uniform float uRingRotation;
uniform float uStarCount;
// and the colors they change over time
uniform vec4 uStarColor0;
uniform vec4 uStarColor1;
uniform vec4 uStarColor2;
uniform vec4 uStarColor3;
uniform vec4 uStarColor4;
uniform vec4 uStarColor5;
//seed
uniform vec2 uSeed;
//helps to find the angle
vec3 getPosByAngle(float angle)
{
return vec3(cos(angle), sin(angle), 0);
}
//gets the mask of a Star
float getStar(vec2 uv, vec2 center, float npoints, float radiusRatio, float size, float rotation)
{
float radiusMax = 1.0;
float radiusMin = radiusMax * radiusRatio;
float PI = 3.1415926;
float starangle = 2.0 * PI / npoints; // Angle between points on the star
// Offset rotation to ensure one point is always up when rotation = 0
rotation += PI / 2.0 - starangle / 1.0;
// Define the positions for the outer and inner points of the star's initial angle, rotated by `rotation`
vec3 p0 = (radiusMax * size) * getPosByAngle(rotation); // Outer point, rotated by `rotation`
vec3 p1 = (radiusMin * size) * getPosByAngle(starangle + rotation); // Inner point, also rotated
// Calculate the position of the current fragment relative to the star's center
vec2 curPosuv = (uv - center); // Center UV coordinates, then scale to fit the star size
float curRadius = length(curPosuv); // Radius from center, no need to scale further
float curPosAngle = atan(curPosuv.y, curPosuv.x) - rotation; // Calculate angle and adjust by `rotation`
// Determine the fractional position within the current star segment
float a = fract(curPosAngle / starangle); // Fractional angle position within one segment
if (a >= 0.5)
a = 1.0 - a; // Ensure we are within the first half of the segment (symmetry)
// Calculate the current point on the star segment, applying rotation
a = a * starangle; // Actual angle for this position on the segment
vec3 curPos = curRadius * getPosByAngle(a + rotation); // Final position, rotated
// Calculate directions for edge detection using cross product
vec3 dir0 = p1 - p0; // Vector from outer to inner point
vec3 dir1 = curPos - p0; // Vector from outer point to current position
// Use cross product to determine if `curPos` is inside the star's edge
return step(0.0, cross(dir0, dir1).z); // Returns 1.0 if inside, 0.0 if outside (solid edge)
}
//use to scale the window
vec2 scaleUV(vec2 uv, vec2 scale)
{
// Put texture coordinate origin to center of window.
uv = uv * 2.0 - 1.0;
//scale
uv /= mix(vec2(1.0,1.0), vec2(0.0,0.0), scale);
// scale from center
uv = uv * 0.5 + 0.5;
return uv;
}
//this returns the Spark
float getSpark(vec2 uv, vec2 center, float brightness, float size, float rotation)
{
brightness = clamp(brightness,0.001,1.0);
size = clamp(size,0.001,1.0);
float bn = mix(0.0,0.07,brightness); //recalculate size
uv = (uv + vec2(0.5)) ;
uv = (uv - center) ;//Center UV coordinates, then scale to fit the star size
uv = scaleUV(uv, vec2(1.0 - size));
uv = rotate(uv, rotation, vec2(0.5)); //rotate the UV
//this is basically the brightness
float p = mix(-1.0,1000.0,easeInExpo(bn));
float m = mix(
0.0,
1.0,
clamp(
pow(abs(uv.x-0.5)*2.0,p) + pow(abs(uv.y-0.5)*2.0,p),0.0,1.0
)
);
float mask = easeInSine(1.0 - (m - bn)) - 0.004 ;
mask = clamp(mask,0.0,1.0);
return mask;
}
//returns the star's color
vec4 getStarColor(float v, float alpha) {
// Clamp v to ensure it's in [0.0, 1.0]
v = clamp(v, 0.0, 1.0);
// Define steps for color interpolation
float steps[6];
steps[0] = 0.0;
steps[1] = 0.1666;
steps[2] = 0.3332;
steps[3] = 0.4998;
steps[4] = 0.6664;
steps[5] = 0.8330;
// Define color values
vec4 colors[6];
colors[0] = uStarColor0;
colors[1] = uStarColor1;
colors[2] = uStarColor2;
colors[3] = uStarColor3;
colors[4] = uStarColor4;
colors[5] = uStarColor5;
// Assign alpha values
for (int i = 0; i < 6; ++i) {
colors[i].a = alpha * colors[i].a;
}
// Handle edge cases
if (v <= steps[0]) {
return colors[0];
}
if (v >= steps[5]) {
return colors[5];
}
// Find the correct interpolation segment
for (int i = 0; i < 5; ++i) {
if (v <= steps[i + 1]) {
float t = (v - steps[i]) / (steps[i + 1] - steps[i]);
return mix(colors[i], colors[i + 1], t);
}
}
// Fallback (should never be reached)
return vec4(0.0, 0.0, 0.0, 1.0);
}
// 1| __________
// | / \
// | / \
// | / \
// |/ \
// 0|0.................1
/*
graph above ... where t is close to 0, or 1 the result will fade to zero
i.e. this is just the function of power(x,p) shifted
where x is time, and p is 2.0,4.0,8.0,10.0 ... or any positive even number
*/
float zeroStartEnd(float t, float max_size, float power)
{
float s = -1.0 * pow((t-0.5)/(0.5),power)+1.0;
s = clamp(s,0.0,1.0) * max_size;
return s;
}
//this gives us the jerky 8bit growth effect.
float eightBitScale(float progress)
{
float scale = 1.0;
if (progress <= 0.1)
{
scale = 0.25;
}
else if (progress <= 0.2)
{
scale = 0.5;
}
else if (progress <= 0.3)
{
scale = 0.25;
}
else if (progress <= 0.4)
{
scale = 0.5;
}
else if (progress <= 0.5)
{
scale = 0.25;
}
else if (progress <= 0.6)
{
scale = 0.5;
}
else if (progress <= 0.7)
{
scale = 1.0;
}
else if (progress <= 0.8)
{
scale = 0.25;
}
else if (progress <= 0.9)
{
scale = 0.5;
}
return scale;
}
//gets all the sparks
vec4 getSparks(float progress)
{
//the UV for this function
float aspect = uSize.x / uSize.y;
vec2 uv = iTexCoord.st * vec2(aspect,1.0);
//this will be the result to return
vec4 result = vec4(0.0);
// 0 at the edges
float xEdge = -1.0 * pow((uv.x-(aspect*0.5))/(aspect*0.5),8.0)+1.0;
xEdge = clamp(xEdge,0.0,1.0);
//declare some variables before the loop
vec2 h = vec2(0.0);
float y = 0.0;
float x = 0.0;
//loop for each spart
for (float xusp = 0.0; xusp < uSparkCount; ++xusp)
{
//calculate some variables
h = hash21(xusp + uSeed.x);
y = mix( 0.0 - h.y , 1.0+(1.0-h.y) , progress);
y = clamp(y,0.0,1.0);
x = 0.66 * sin(h.x * 6.28) ;
x += 0.5 * aspect;
//here we get the mask for the spark
float a4ps = getSpark(
uv,
vec2( x , y), //position (x, y)
zeroStartEnd(y,1.0 ,4.0) * xEdge ,//Brightness
zeroStartEnd(y,0.5 ,4.0) * xEdge,//Size
progress * 6.28 * float(uSparkRotation) //rotation
);
//set it to the results
result = alphaOver(
result,
vec4(uSparkColor.r,uSparkColor.g,uSparkColor.b,uSparkColor.a * a4ps)
);
}
// and we are returning the result
return result;
}
//gets the Rays
vec4 getRays(float progress)
{
//create the UV for it
vec2 rayUV = iTexCoord.st;
rayUV *= vec2(10.0,0.5);
rayUV.y += progress * -1.0;
rayUV.x += uSeed.y;
//gets the ray
float ray = simplex2D(rayUV);
//0 around the edges
ray *= zeroStartEnd(iTexCoord.t,1.0,8.0);
ray *= zeroStartEnd(iTexCoord.s,1.0,8.0);
// 0 at the begining and end of the animation
ray *= zeroStartEnd(progress,1.0,8.0);
//adjust the numbers and clamp
ray = remap(
ray * 1.10,
0.0,1.0,
-5.0,1.0
);
float alpha = clamp(uRaysColor.a * ray,0.0,1.0);
//return
return vec4(uRaysColor.r,uRaysColor.g,uRaysColor.b,alpha);
}
//returns the stars
vec4 getStars(vec2 starUV, float aspect, float progress, float oColorAlpha)
{
//this will be the result to return
vec4 result = vec4(0.0);
vec2 h = vec2(0.0);
float y = 0.0;
//for each ring
for (float r = 0.0; r < uRingCount; ++r)
{
float spread = r*(1.0/uRingCount);
y = mix( 0.0 - spread , 1.0+(1.0-spread) , 1.0 - progress);
y = clamp(y,0.00001,0.99999);
//each star in each ring
for (float s = 0.0; s < uStarCount; ++s)
{
float a5ps = getStar(
starUV,
vec2( sin(progress * uRingRotation * 6.28 + (s*(6.28/uStarCount))) * aspect * 0.33 , y), //position (x, y)
5.0, //nPoints
0.5, //radiusRatio
zeroStartEnd(y,0.1,2.0), //Size
0.0 //rotation
);
a5ps = clamp(a5ps,0.0,1.0);
// //put the star in back or the front of the window
float depth = cos(progress * uRingRotation * 6.28 + (s*(6.28/uStarCount)) );
if (depth < 0.0)
{
result = alphaOver(result,getStarColor(y,a5ps));
}
else
{
result = alphaOver(getStarColor(y,a5ps) * (1.0 - oColorAlpha),result);
}
}
}
// and we are returning the result
return result;
}
void main() {
// Calculate the animation progress, flipping direction if opening
// 'uProgress' varies from 0 to 1, depending on the animation phase
float progress = uForOpening ? 1.0 - uProgress : uProgress;
// Initialize the output color to fully transparent black
vec4 oColor = vec4(0.0, 0.0, 0.0, 0.0);
//get scales
float scale8bit = eightBitScale(progress);
vec2 scaleV2 = vec2(easeInOutSine(progress), easeInQuad(progress));
vec2 fscale = mix(vec2(scale8bit),scaleV2,uScaleStyle);
// Fetch the color based on the scaled texture coordinates
oColor = getInputColor(
scaleUV(iTexCoord.st, fscale)
);
// Store the alpha value of the fetched color for later use
float oColorAlpha = oColor.a;
// Calculate the aspect ratio of the render area
float aspect = uSize.x / uSize.y;
// Transform UV coordinates for star effects
// starUV.x [-0.5 , 0.5]
// starUV.y [1.0 , 0.0]
vec2 starUV = vec2(iTexCoord.s - 0.5, 1.0 - iTexCoord.t) * vec2(aspect, 1.0);
// If four-point stars are enabled, overlay them on the current color
if (uSparkCount > 0.0)
{
oColor = alphaOver(oColor, getSparks(progress));
}
// If rays are enabled, overlay them on the current color
if (uRaysColor.a > 0.0)
{
oColor = alphaOver(oColor, getRays(progress));
}
// If five-point stars are enabled, overlay them using stored alpha
if (uRingCount > 0.0 && uStarCount > 0.0)
{
oColor = alphaOver(oColor, getStars(starUV, aspect, progress, oColorAlpha));
}
// Set the final output color to the computed value
setOutputColor(oColor);
}