🎉 add tvglitch effect - adds the TV effect to glitch
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//////////////////////////////////////////////////////////////////////////////////////////
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// ) ( //
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// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
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// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
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// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
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// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
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// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
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// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
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// |__/ //
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//////////////////////////////////////////////////////////////////////////////////////////
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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.
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uniform vec3 uColor;
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uniform float uSeed;
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uniform float uScale;
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uniform float uStrength;
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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 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_DELAY = 0.6; // Delay after which the left/right animation starts.
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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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// Somewhat inspired by https://www.shadertoy.com/view/XtK3W3
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void main() {
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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 strength = uStrength * progress;
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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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// 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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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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float xPos = clamp(iTexCoord.x - displace * noise * noise, 0.0, 1.0);
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vec4 oColor = getInputColor(vec2(xPos, iTexCoord.y));
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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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float interferenceStrength = noise * min(strength, 1.0);
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oColor.rgb = mix(oColor.rgb, interference, interferenceStrength);
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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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float grainStrength = 0.2 * min(strength, 1.0);
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oColor.rgb = mix(oColor.rgb, grain, grainStrength);
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// Add a subtle line pattern every 4 pixels.
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if (floor(mod(yPos * 0.25, 2.0)) == 0.0) {
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oColor.rgb = mix(uColor, oColor.rgb, 1.0 - (0.15 * noise));
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}
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// Shift green/blue channels.
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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.b = mix(oColor.b, getInputColor(vec2(xPos - offset, iTexCoord.y)).b, 0.25);
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// Dissolve the window.
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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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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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// tb refers to the top-bottom 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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float tbProg = smoothstep(0.0, 1.0, clamp(prog / 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 ffProg = smoothstep(0.0, 1.0, clamp((prog - 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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float tb = coords.y * 2.0;
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tb = tb < 1.0 ? tb : 2.0 - tb;
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// This is a left-center-right gradient in [0..1..0]
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float lr = coords.x * 2.0;
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lr = lr < 1.0 ? lr : 2.0 - lr;
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// Combine the progress values with the gradients to create the alpha masks.
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float tbMask = 1.0 - smoothstep(0.0, 1.0, clamp((tbProg - tb) / BLUR_WIDTH, 0.0, 1.0));
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float lrMask = 1.0 - smoothstep(0.0, 1.0, clamp((lrProg - lr) / BLUR_WIDTH, 0.0, 1.0));
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float ffMask = 1.0 - smoothstep(0.0, 1.0, ffProg);
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// Assemble the final alpha value.
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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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// 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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}
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