diff --git a/resources/shaders/doom.frag b/resources/shaders/doom.frag index b8b609a..cd25e0a 100644 --- a/resources/shaders/doom.frag +++ b/resources/shaders/doom.frag @@ -28,22 +28,24 @@ float getEdgeMask(vec2 uv, float fadeWidth) { } void main() { - // We simply inverse the progress for opening windows. + // We simply inverse the pixelation progress for opening windows. float pixelateProgress = uForOpening ? 0.9 - uProgress : uProgress; + float pixelSize = max(1.0, ceil(uPixelSize * pixelateProgress + 1.0)); + vec2 pixelGrid = vec2(pixelSize) / uSize; - float pixelSize = max(1.0, ceil(uPixelSize * pixelateProgress + 1.0)); - vec2 pixelGrid = vec2(pixelSize) / uSize; - + // Snap texcoords to pixel grid. vec2 texcoord = iTexCoord.st; texcoord.y = texcoord.y * uActorScale + 0.5 - uActorScale * 0.5; texcoord -= mod(iTexCoord.st, pixelGrid); texcoord += pixelGrid * 0.5; + // The pixel columns move vertically. The offset is generated with a random noise + // function. float hScale = uHorizontalScale * uSize.x * 0.001; - float vScale = uVerticalScale * uSize.y * 0.00002 * uActorScale; - - float noise = simplex2DFractal(texcoord.xx * hScale) * 2.0 - 0.5; + float noise = simplex2DFractal(texcoord.xx * hScale) * 2.0 - 0.5; + // Shift the pixel columns vertically over time. + float vScale = uVerticalScale * uSize.y * 0.00002 * uActorScale; float shiftProgress = uForOpening ? mix(-vScale - 1.0, 0.0, uProgress) : mix(-vScale, 1.0 + vScale, uProgress); float shift = noise * vScale + shiftProgress; @@ -56,6 +58,7 @@ void main() { vec4 oColor = getInputColor(texcoord); + // Fade window texture at the top and bottom. oColor.a *= getEdgeMask(iTexCoord.st, 0.1); setOutputColor(oColor);