🔧 Add a wobble effect to the portal

This commit is contained in:
Simon Schneegans
2022-12-19 21:02:33 +01:00
parent 582b7e839b
commit b218b8d799
2 changed files with 21 additions and 16 deletions
+20 -15
View File
@@ -16,24 +16,22 @@
uniform vec3 uColor;
const float PORTAL_OPEN_TIME = 0.3;
const float PORTAL_CLOSE_TIME = 0.4;
const float PORTAL_ROTATION_SPEED = 0.5;
const float PORTAL_WARPING = 2.0;
const float PORTAL_OPEN_TIME = 0.2;
const float PORTAL_WOBBLE_TIME = 0.4;
const float PORTAL_WOBBLE_STRENGTH = 1.0;
const float PORTAL_CLOSE_TIME = 0.3;
const float PORTAL_ROTATION_SPEED = 0.7;
const float PORTAL_WARPING = 3.0;
const float WINDOW_ANIMATION_TIME = 0.4;
const float WINDOW_ANIMATION_TIME = 0.3;
const float WINDOW_SCALE = 0.3;
const float WINDOW_SQUISH = 1.0;
const float WINDOW_TILT = -1.0;
const float WINDOW_SHIFT = 0.0;
const float GLOW_EDGE_WIDTH = 0.02;
vec4 getPortalColor() {
// We simply inverse the progress for opening windows.
float progress = uForOpening ? 1.0 - uProgress : uProgress;
// Put coordinate origin to the center of the window and make ensure a 1:1 aspect ratio.
vec2 coords = (iTexCoord.st - vec2(0.5)) * 2.0 * uSize / vec2(min(uSize.x, uSize.y));
@@ -49,6 +47,16 @@ vec4 getPortalColor() {
coords /= max(scale, 0.01);
float wobbleProgress =
(uForOpening ? (1.0 - uProgress) : uProgress) / WINDOW_ANIMATION_TIME;
wobbleProgress =
clamp(1.0 - abs((wobbleProgress - 1.0) / PORTAL_WOBBLE_TIME), 0.0, 1.0);
wobbleProgress = easeInBack(wobbleProgress);
float dist = length(coords);
vec2 distort = coords * (1.0 - dist) * exp(-dist);
coords = (coords - (distort * wobbleProgress * PORTAL_WOBBLE_STRENGTH));
// Apply some whirling.
// The math for the whirling is inspired by this post:
float rotation = PORTAL_ROTATION_SPEED * uProgress;
@@ -59,7 +67,7 @@ vec4 getPortalColor() {
float yDisplace = simplex2D(coords * 2.0 + vec2(12.0, 123.0)) - 0.5;
coords += vec2(xDisplace, yDisplace) * 0.1;
float dist = length(coords);
dist = length(coords);
vec3 backgroundColor = mix(0.2 * uColor, 0.8 * uColor, clamp(pow(dist, 5.0), 0.0, 1.0));
float alpha = dist > 1.0 ? 0.0 : 1.0;
vec4 color = vec4(backgroundColor, alpha);
@@ -96,15 +104,11 @@ vec4 getWindowColor() {
// 'Tilt' image texture around x-axis.
coords.x /= mix(1.0, 1.0 - 0.1 * WINDOW_TILT * coords.y, progress);
// Move image texture vertically.
coords.y += WINDOW_SHIFT * progress;
// Move texture coordinate center to corner again.
coords = coords * 0.5 + 0.5;
vec4 oColor = getInputColor(coords);
// Dissolve window.
vec4 oColor = getInputColor(coords);
oColor.a *= clamp((1.0 - progress) * 3.0, 0.0, 1.0);
return oColor;
@@ -116,6 +120,7 @@ void main() {
setOutputColor(alphaOver(portal, window));
// These can be useful for understanding how this works.
// setOutputColor(portal);
// setOutputColor(window);
}
@@ -734,7 +734,7 @@ SPDX-License-Identifier: CC0-1.0
</key>
<key name="portal-animation-time" type="i">
<default>1000</default>
<default>1500</default>
<summary>Portal Animation Time</summary>
<description>The time the Portal effect takes.</description>
</key>