This commit is contained in:
Justin Garza
2025-01-01 13:07:57 -05:00
parent fb0c66127a
commit 7fcda0b22d
8 changed files with 241 additions and 12 deletions
+116
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@@ -0,0 +1,116 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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.
// uniform float uFadeWidth;
float uBlurQuality = 5.0;
vec4 uSeed = vec4(0.4,0.2,0.4,0.6);
// A simple blur function
vec4 blur(vec2 uv, float radius, float samples) {
// Initialize the color accumulator to zero.
vec4 color = vec4(0.0);
// Define a constant for 2 * PI (tau), which represents a full circle in radians.
const float tau = 6.28318530718;
// Number of directions for sampling around the circle.
const float directions = 15.0;
// Outer loop iterates over multiple directions evenly spaced around a circle.
for (float d = 0.0; d < tau; d += tau / directions) {
// Inner loop samples along each direction, with decreasing intensity.
for (float s = 0.0; s < 1.0; s += 1.0 / samples) {
// Calculate the offset for this sample based on direction, radius, and step.
// The (1.0 - s) term ensures more sampling occurs closer to the center.
vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize;
// Add the sampled color at the offset position to the accumulator.
color += getInputColor(uv + offset);
}
}
// Normalize the accumulated color by dividing by the total number of samples
// and directions to ensure the result is averaged.
return color / samples / directions;
}
void main() {
// Calculate the progression value based on the animation direction.
// If opening, use uProgress as-is; if closing, invert the progression.
float progress = uForOpening ? 1.0 - uProgress : uProgress ;
//r is for random .. 4 random numbers between -1.0 and 1.0
vec4 r = hash42(iTexCoord.st * progress * 0.1) * 2.0 - vec4(0.5);
//zero to one... mostly one
float ztomo = remap(
progress,
0.0,0.1,
0.0,1.0
);
ztomo = easeInOutSine(ztomo);
//out Expo
float oExpo = easeOutExpo(progress);
float iExpo = easeInExpo(progress);
float ioSine = easeInOutSine(progress);
float ioSine_r = 1.0 - ioSine;
vec2 uv = iTexCoord.st;
// change the center
uv = uv * 2.0 - 1.0;
//scale
uv /= ioSine_r;
//re-center
uv = uv * 0.5 + 0.5;
// uv.x -= simplex3D(r.xyz * 50.0) * 0.1;
// uv.y -= simplex3D(r.xyz * 50.0) * 0.1;
// uv.x -= sin(progress)
//get color
vec4 oColor = blur(uv, ztomo * 100.0,uBlurQuality);
oColor.a *= ioSine_r;
setOutputColor(oColor);
}
-4
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@@ -123,8 +123,6 @@ void main() {
// scale progress ... the first half of the animation
float scalep = remap(
progress,
//0.0,clamp(uWT + 0.1,0.0,1.0),
// 0.0,0.6,
0.0,uWT+0.1,
0.0,1.0
);
@@ -135,8 +133,6 @@ void main() {
// sparkle progress ... the second half of the animation
float sparkp = remap(
progress,
// clamp((1.0 - uWT) - 0.1,0.0,1.0),1.0,
// 0.4,1.0,
uWT-0.1,1.0,
0.0,1.0
);