🚚 Move common includes to one file
This commit is contained in:
@@ -85,15 +85,14 @@ Please study this code carefully, all of it is explained with inline comments.
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<summary>Expand this to show the GLSL code.</summary>
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```glsl
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// The code below injects some standard uniforms which will be updated during the
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// animation. This includes:
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// The content from common.glsl is automatically prepended to each shader effect. This
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// provides some standard uniforms which will be updated during the animation.
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// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
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// sampler2D uTexture: Contains the texture of the window.
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// float uProgress: A value which transitions from 0 to 1 during the entire animation.
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// float uTime: A steadily increasing value in seconds.
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// vec2 uSize: The size of uTexture in pixels.
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// float uPadding: The empty area around the actual window (e.g. where the shadow is drawn).
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#include "common/uniforms.glsl"
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// The width of the fading effect is loaded from the settings.
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uniform float uFadeWidth;
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@@ -1,7 +1,17 @@
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// Inject some common shader snippets. It is only possible to include glsl files from the
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// "common" directory. Also, the files in the "common" directory are not allowed to
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// include any further files.
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#include "common/uniforms.glsl"
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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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// Copyright (c) 2021 Simon Schneegans //
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// Released under the GPLv3 or later. See LICENSE file for details. //
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//////////////////////////////////////////////////////////////////////////////////////////
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// The content from common.glsl is automatically prepended to each shader effect.
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uniform vec2 uSeed;
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uniform float uShake;
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@@ -1,7 +1,17 @@
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// Inject some common shader snippets. It is only possible to include glsl files from the
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// "common" directory. Also, the files in the "common" directory are not allowed to
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// include any further files.
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#include "common/uniforms.glsl"
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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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// Copyright (c) 2021 Simon Schneegans //
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// Released under the GPLv3 or later. See LICENSE file for details. //
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//////////////////////////////////////////////////////////////////////////////////////////
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// The content from common.glsl is automatically prepended to each shader effect.
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uniform sampler2D uShardTexture;
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uniform vec2 uSeed;
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@@ -1,12 +1,110 @@
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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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// Copyright (c) 2021 Simon Schneegans //
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// Released under the GPLv3 or later. See LICENSE file for details. //
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// This file is automatically included in each shader. //
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//////////////////////////////////////////////////////////////////////////////////////////
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// --------------------------------------------------------------------- standard uniforms
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// uForOpening: True if a window-open animation is ongoing, false otherwise.
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// uTexture: Contains the texture of the window.
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// uProgress: A value which transitions from 0 to 1 during the entire animation.
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// uTime: A steadily increasing value in seconds.
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// uSize: The size of uTexture in pixels.
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// uPadding: The empty area around the actual window (e.g. where the shadow is drawn).
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uniform bool uForOpening;
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uniform sampler2D uTexture;
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uniform float uProgress;
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uniform float uTime;
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uniform vec2 uSize;
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uniform float uPadding;
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// ----------------------------------------------------------------- compositing operators
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// The Shell.GLSLEffect uses straight alpha blending. This helper method allows
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// compositing color values in the shader in the same way.
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vec4 alphaOver(vec4 under, vec4 over) {
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float alpha = over.a + under.a * (1.0 - over.a);
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return vec4((over.rgb * over.a + under.rgb * under.a * (1.0 - over.a)) / alpha, alpha);
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}
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// ---------------------------------------------------------------------- easing functions
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// Here are some basic easing function. More can be added if required!
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// Taken from here:
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// https://gitlab.gnome.org/GNOME/mutter/-/blob/main/clutter/clutter/clutter-easing.c
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float easeOutQuad(float x) { return -1.0 * x * (x - 2); }
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// --------------------------------------------------------------------- edge mask helpers
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// This method returns a mask which smoothly transitions towards zero when approaching
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// the window's borders. There is a variant which takes the transition area width in
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// pixels and one which takes this as a percentage.
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float getEdgeMask(vec2 uv, vec2 maxUV, float fadeWidth) {
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float mask = 1.0;
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mask *= smoothstep(0, 1, clamp(uv.x / fadeWidth, 0, 1));
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mask *= smoothstep(0, 1, clamp(uv.y / fadeWidth, 0, 1));
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mask *= smoothstep(0, 1, clamp((maxUV.x - uv.x) / fadeWidth, 0, 1));
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mask *= smoothstep(0, 1, clamp((maxUV.y - uv.y) / fadeWidth, 0, 1));
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return mask;
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}
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// Returns an edge mask which fades to zero at the boundaries of the actor. The width of
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// the fade zone is given in pixels. This uses the standard uniforms uSize and uPadding.
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// This means that the fading zone is not actually at the actors boundaries but at the
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// position of the window border in the texture.
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// The offset paramter controls whether the fading is placed inside the window borders
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// (offset = 0), ontop the window borders (offset = 0.5) or outside the window borders
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// (offset = 1).
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float getAbsoluteEdgeMask(float fadePixels, float offset) {
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float padding = max(0, uPadding - fadePixels * offset);
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vec2 uv = cogl_tex_coord_in[0].st * uSize - padding;
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return getEdgeMask(uv, uSize - 2.0 * padding, fadePixels);
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}
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// Returns an edge mask which fades to zero at the boundaries of the actor. The width of
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// the fade zone is given relative to the actor size. This neither uses uSize and
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// uPadding.
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float getRelativeEdgeMask(float fadeAmount) {
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vec2 uv = cogl_tex_coord_in[0].st;
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return getEdgeMask(uv, vec2(1.0), fadeAmount);
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}
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// ------------------------------------------------------------------------------- 2D math
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float distToLine(vec2 origin, vec2 direction, vec2 point) {
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vec2 perpendicular = vec2(direction.y, -direction.x);
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return abs(dot(normalize(perpendicular), origin - point));
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}
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float getWinding(vec2 a, vec2 b) { return cross(vec3(a, 0.0), vec3(b, 0.0)).z; }
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vec2 rotate(vec2 a, float angle) {
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return vec2(a.x * cos(angle) - a.y * sin(angle), a.x * sin(angle) + a.y * cos(angle));
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}
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// --------------------------------------------------------------------------------- noise
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// These noise algorithms are based on implementations by various authors from
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// shadertoy.com, which are all available under the MIT License. See the respective links
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// in the comments below.
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////////////////////////////////////////////////////////////////////////////////////////
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// Hash without Sine //
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// MIT License, https://www.shadertoy.com/view/4djSRW //
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// Copyright (c) 2014 David Hoskins. //
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////////////////////////////////////////////////////////////////////////////////////////
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// Hash functions
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// MIT License, https://www.shadertoy.com/view/4djSRW
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// Copyright (c) 2014 David Hoskins.
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// 1 out, 1 in...
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float hash11(float p) {
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@@ -100,12 +198,9 @@ vec4 hash44(vec4 p4) {
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return fract((p4.xxyz + p4.yzzw) * p4.zywx);
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}
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////////////////////////////////////////////////////////////////////////////////////////
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// 2D Simplex Noise //
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// MIT License, https://www.shadertoy.com/view/Msf3WH //
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// Copyright © 2013 Inigo Quilez //
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////////////////////////////////////////////////////////////////////////////////////////
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// 2D Simplex Noise
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// MIT License, https://www.shadertoy.com/view/Msf3WH
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// Copyright © 2013 Inigo Quilez
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float simplex2D(vec2 p) {
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const float K1 = 0.366025404; // (sqrt(3)-1)/2;
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const float K2 = 0.211324865; // (3-sqrt(3))/6;
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@@ -137,12 +232,9 @@ float simplex2DFractal(vec2 p) {
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return f;
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}
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////////////////////////////////////////////////////////////////////////////////////////
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// 3D Simplex Noise //
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// MIT License, https://www.shadertoy.com/view/XsX3zB //
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// Copyright © 2013 Nikita Miropolskiy //
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////////////////////////////////////////////////////////////////////////////////////////
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// 3D Simplex Noise
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// MIT License, https://www.shadertoy.com/view/XsX3zB
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// Copyright © 2013 Nikita Miropolskiy
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float simplex3D(vec3 p) {
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// skew constants for 3D simplex functions
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@@ -194,7 +286,7 @@ float simplex3D(vec3 p) {
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return dot(d, vec4(52.0)) * 0.5 + 0.5;
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}
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// directional artifacts can be reduced by rotating each octave
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// Directional artifacts can be reduced by rotating each octave
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float simplex3DFractal(vec3 m) {
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// const matrices for 3D rotation
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@@ -1,6 +0,0 @@
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// The Shell.GLSLEffect uses straight alpha blending. This helper method allows
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// compositing color values in the shader in the same way.
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vec4 alphaOver(vec4 under, vec4 over) {
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float alpha = over.a + under.a * (1.0 - over.a);
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return vec4((over.rgb * over.a + under.rgb * under.a * (1.0 - over.a)) / alpha, alpha);
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}
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@@ -1,5 +0,0 @@
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// This provides some basic easing function. More can be added if required!
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// Taken from here:
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// https://gitlab.gnome.org/GNOME/mutter/-/blob/main/clutter/clutter/clutter-easing.c
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float easeOutQuad(float x) { return -1.0 * x * (x - 2); }
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@@ -1,33 +0,0 @@
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// This method returns a mask which smoothly transitions towards zero when approaching
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// the window's borders. There is a variant which takes the transition area width in
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// pixels and one which takes this as a percentage.
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float getEdgeMask(vec2 uv, vec2 maxUV, float fadeWidth) {
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float mask = 1.0;
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mask *= smoothstep(0, 1, clamp(uv.x / fadeWidth, 0, 1));
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mask *= smoothstep(0, 1, clamp(uv.y / fadeWidth, 0, 1));
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mask *= smoothstep(0, 1, clamp((maxUV.x - uv.x) / fadeWidth, 0, 1));
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mask *= smoothstep(0, 1, clamp((maxUV.y - uv.y) / fadeWidth, 0, 1));
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return mask;
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}
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// Returns an edge mask which fades to zero at the boundaries of the actor. The width of
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// the fade zone is given in pixels. This uses the standard uniforms uSize and uPadding.
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// This means that the fading zone is not actually at the actors boundaries but at the
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// position of the window border in the texture.
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// The offset paramter controls whether the fading is placed inside the window borders
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// (offset = 0), ontop the window borders (offset = 0.5) or outside the window borders
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// (offset = 1).
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float getAbsoluteEdgeMask(float fadePixels, float offset) {
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float padding = max(0, uPadding - fadePixels * offset);
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vec2 uv = cogl_tex_coord_in[0].st * uSize - padding;
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return getEdgeMask(uv, uSize - 2.0 * padding, fadePixels);
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}
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// Returns an edge mask which fades to zero at the boundaries of the actor. The width of
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// the fade zone is given relative to the actor size. This neither uses uSize and
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// uPadding.
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float getRelativeEdgeMask(float fadeAmount) {
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vec2 uv = cogl_tex_coord_in[0].st;
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return getEdgeMask(uv, vec2(1.0), fadeAmount);
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}
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@@ -1,10 +0,0 @@
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float distToLine(vec2 origin, vec2 direction, vec2 point) {
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vec2 perpendicular = vec2(direction.y, -direction.x);
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return abs(dot(normalize(perpendicular), origin - point));
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}
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float getWinding(vec2 a, vec2 b) { return cross(vec3(a, 0.0), vec3(b, 0.0)).z; }
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vec2 rotate(vec2 a, float angle) {
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return vec2(a.x * cos(angle) - a.y * sin(angle), a.x * sin(angle) + a.y * cos(angle));
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}
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@@ -1,13 +0,0 @@
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// These should be included in every shader.
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// uForOpening: True if a window-open animation is ongoing, false otherwise.
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// uTexture: Contains the texture of the window.
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// uProgress: A value which transitions from 0 to 1 during the entire animation.
|
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// uTime: A steadily increasing value in seconds.
|
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// uSize: The size of uTexture in pixels.
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// uPadding: The empty area around the actual window (e.g. where the shadow is drawn).
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uniform bool uForOpening;
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uniform sampler2D uTexture;
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uniform float uProgress;
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uniform float uTime;
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uniform vec2 uSize;
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uniform float uPadding;
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@@ -1,10 +1,17 @@
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// Inject some common shader snippets. It is only possible to include glsl files from the
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// "common" directory. Also, the files in the "common" directory are not allowed to
|
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// include any further files.
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#include "common/uniforms.glsl"
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#include "common/noise.glsl"
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#include "common/edgeMask.glsl"
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#include "common/easing.glsl"
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//////////////////////////////////////////////////////////////////////////////////////////
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// ) ( //
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// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
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||||
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
||||
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
||||
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
||||
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
|
||||
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
|
||||
// |__/ //
|
||||
// Copyright (c) 2021 Simon Schneegans //
|
||||
// Released under the GPLv3 or later. See LICENSE file for details. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
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// The content from common.glsl is automatically prepended to each shader effect.
|
||||
|
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uniform vec3 uColor;
|
||||
uniform float uScale;
|
||||
|
||||
@@ -1,10 +1,17 @@
|
||||
// Inject some common shader snippets. It is only possible to include glsl files from the
|
||||
// "common" directory. Also, the files in the "common" directory are not allowed to
|
||||
// include any further files.
|
||||
#include "common/uniforms.glsl"
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#include "common/noise.glsl"
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#include "common/edgeMask.glsl"
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#include "common/easing.glsl"
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//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ) ( //
|
||||
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
|
||||
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
||||
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
||||
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
||||
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
|
||||
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
|
||||
// |__/ //
|
||||
// Copyright (c) 2021 Simon Schneegans //
|
||||
// Released under the GPLv3 or later. See LICENSE file for details. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// The content from common.glsl is automatically prepended to each shader effect.
|
||||
|
||||
uniform vec3 uColor;
|
||||
uniform float uScale;
|
||||
|
||||
@@ -1,11 +1,17 @@
|
||||
// Inject some common shader snippets. It is only possible to include glsl files from the
|
||||
// "common" directory. Also, the files in the "common" directory are not allowed to
|
||||
// include any further files.
|
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#include "common/uniforms.glsl"
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#include "common/compositing.glsl"
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#include "common/edgeMask.glsl"
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#include "common/noise.glsl"
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#include "common/easing.glsl"
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//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ) ( //
|
||||
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
|
||||
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
||||
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
||||
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
||||
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
|
||||
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
|
||||
// |__/ //
|
||||
// Copyright (c) 2021 Simon Schneegans //
|
||||
// Released under the GPLv3 or later. See LICENSE file for details. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// The content from common.glsl is automatically prepended to each shader effect.
|
||||
|
||||
uniform bool u3DNoise;
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||||
uniform float uScale;
|
||||
|
||||
@@ -1,8 +1,17 @@
|
||||
// Inject some common shader snippets. It is only possible to include glsl files from the
|
||||
// "common" directory. Also, the files in the "common" directory are not allowed to
|
||||
// include any further files.
|
||||
#include "common/uniforms.glsl"
|
||||
#include "common/noise.glsl"
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ) ( //
|
||||
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
|
||||
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
||||
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
||||
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
||||
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
|
||||
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
|
||||
// |__/ //
|
||||
// Copyright (c) 2021 Simon Schneegans //
|
||||
// Released under the GPLv3 or later. See LICENSE file for details. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// The content from common.glsl is automatically prepended to each shader effect.
|
||||
|
||||
uniform bool uAdditiveBlending;
|
||||
uniform vec2 uSeed;
|
||||
|
||||
@@ -1,10 +1,17 @@
|
||||
// Inject some common shader snippets. It is only possible to include glsl files from the
|
||||
// "common" directory. Also, the files in the "common" directory are not allowed to
|
||||
// include any further files.
|
||||
#include "common/uniforms.glsl"
|
||||
#include "common/noise.glsl"
|
||||
#include "common/edgeMask.glsl"
|
||||
#include "common/compositing.glsl"
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ) ( //
|
||||
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
|
||||
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
||||
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
||||
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
||||
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
|
||||
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
|
||||
// |__/ //
|
||||
// Copyright (c) 2021 Simon Schneegans //
|
||||
// Released under the GPLv3 or later. See LICENSE file for details. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// The content from common.glsl is automatically prepended to each shader effect.
|
||||
|
||||
uniform sampler2D uFontTexture;
|
||||
uniform vec3 uTrailColor;
|
||||
|
||||
@@ -1,9 +1,17 @@
|
||||
// Inject some common shader snippets. It is only possible to include glsl files from the
|
||||
// "common" directory. Also, the files in the "common" directory are not allowed to
|
||||
// include any further files.
|
||||
#include "common/uniforms.glsl"
|
||||
#include "common/noise.glsl"
|
||||
#include "common/math2D.glsl"
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ) ( //
|
||||
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
|
||||
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
||||
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
||||
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
||||
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
|
||||
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
|
||||
// |__/ //
|
||||
// Copyright (c) 2021 Simon Schneegans //
|
||||
// Released under the GPLv3 or later. See LICENSE file for details. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// The content from common.glsl is automatically prepended to each shader effect.
|
||||
|
||||
uniform sampler2D uDustTexture;
|
||||
uniform vec4 uDustColor;
|
||||
|
||||
@@ -1,10 +1,17 @@
|
||||
// Inject some common shader snippets. It is only possible to include glsl files from the
|
||||
// "common" directory. Also, the files in the "common" directory are not allowed to
|
||||
// include any further files.
|
||||
#include "common/uniforms.glsl"
|
||||
#include "common/noise.glsl"
|
||||
#include "common/compositing.glsl"
|
||||
#include "common/easing.glsl"
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ) ( //
|
||||
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
|
||||
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
||||
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
||||
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
||||
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
|
||||
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
|
||||
// |__/ //
|
||||
// Copyright (c) 2021 Simon Schneegans //
|
||||
// Released under the GPLv3 or later. See LICENSE file for details. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// The content from common.glsl is automatically prepended to each shader effect.
|
||||
|
||||
// See assets/README.md for how this texture was created.
|
||||
uniform sampler2D uClawTexture;
|
||||
|
||||
@@ -1,8 +1,17 @@
|
||||
// Inject some common shader snippets. It is only possible to include glsl files from the
|
||||
// "common" directory. Also, the files in the "common" directory are not allowed to
|
||||
// include any further files.
|
||||
#include "common/uniforms.glsl"
|
||||
#include "common/easing.glsl"
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ) ( //
|
||||
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
|
||||
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
||||
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
||||
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
||||
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
|
||||
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
|
||||
// |__/ //
|
||||
// Copyright (c) 2021 Simon Schneegans //
|
||||
// Released under the GPLv3 or later. See LICENSE file for details. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// The content from common.glsl is automatically prepended to each shader effect.
|
||||
|
||||
uniform vec3 uColor;
|
||||
|
||||
|
||||
@@ -1,11 +1,17 @@
|
||||
// Inject some common shader snippets. It is only possible to include glsl files from the
|
||||
// "common" directory. Also, the files in the "common" directory are not allowed to
|
||||
// include any further files.
|
||||
#include "common/uniforms.glsl"
|
||||
#include "common/noise.glsl"
|
||||
#include "common/edgeMask.glsl"
|
||||
#include "common/compositing.glsl"
|
||||
#include "common/easing.glsl"
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ) ( //
|
||||
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
|
||||
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
||||
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
||||
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
||||
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
|
||||
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
|
||||
// |__/ //
|
||||
// Copyright (c) 2021 Simon Schneegans //
|
||||
// Released under the GPLv3 or later. See LICENSE file for details. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// The content from common.glsl is automatically prepended to each shader effect.
|
||||
|
||||
uniform vec2 uSeed;
|
||||
uniform vec3 uColor;
|
||||
|
||||
+7
-14
@@ -106,7 +106,7 @@ var Shader = GObject.registerClass(
|
||||
// Shell.GLSLEffect requires the declarations and the main source code as separate
|
||||
// strings. As it's more convenient to store the in one GLSL file, we use a regex
|
||||
// here to split the source code in two parts.
|
||||
const code = this._loadGLSLResource(`/shaders/${this._nick}.glsl`);
|
||||
const code = this._loadShaderResource(`/shaders/${this._nick}.glsl`);
|
||||
|
||||
// Match anything between the curly brackets of "void main() {...}".
|
||||
const regex = RegExp('void main *\\(\\) *\\{([\\S\\s]+)\\}');
|
||||
@@ -136,20 +136,13 @@ var Shader = GObject.registerClass(
|
||||
return ByteArray.toString(ByteArray.fromGBytes(data));
|
||||
}
|
||||
|
||||
// This loads a GLSL file from the extension's resources to a JavaScript string. Any
|
||||
// #include statements in this file are replaced with the corresponding file contents.
|
||||
_loadGLSLResource(path) {
|
||||
let code = this._loadStringResource(path);
|
||||
|
||||
// This regex matches either #include "..." or #include <...>. The part between the
|
||||
// brackets is captured in the capture group.
|
||||
const regex = RegExp('#include ["<](.+)[">]', 'g');
|
||||
|
||||
code = code.replace(regex, (m, file) => {
|
||||
return this._loadStringResource('/shaders/' + file);
|
||||
});
|
||||
// This loads a GLSL file from the extension's resources to a JavaScript string. The
|
||||
// code from "common.glsl" is prepended automatically.
|
||||
_loadShaderResource(path) {
|
||||
let common = this._loadStringResource('/shaders/common.glsl');
|
||||
let code = this._loadStringResource(path);
|
||||
|
||||
// Add a trailing newline. Else the GLSL compiler complains...
|
||||
return code + '\n';
|
||||
return common + '\n' + code + '\n';
|
||||
}
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user