////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // ////////////////////////////////////////////////////////////////////////////////////////// // SPDX-FileCopyrightText: Simon Schneegans // SPDX-License-Identifier: GPL-3.0-or-later // The content from common.glsl is automatically prepended to each shader effect. uniform vec3 uColor; uniform float uSeed; uniform float uScale; uniform float uStrength; uniform float uSpeed; // tv params const float BLUR_WIDTH = 0.01; // Width of the gradients. const float TB_TIME = 0.7; // Relative time for the top/bottom animation. const float LR_TIME = 0.4; // Relative time for the left/right animation. const float LR_DELAY = 0.6; // Delay after which the left/right animation starts. const float FF_TIME = 0.1; // Relative time for the final fade to transparency. const float SCALING = 0.5; // Additional vertical scaling of the window. // Somewhat inspired by https://www.shadertoy.com/view/XtK3W3 void main() { float progress = easeInQuad(uForOpening ? 1.0 - uProgress : uProgress); float time = progress * uDuration * uSpeed; float strength = uStrength * progress; float displace = 1000.0 * strength / uSize.x; float yPos = uScale * uSize.y * (iTexCoord.y + uSeed * 10.0); // Create large noise waves and add some smaller noise waves. float noise = clamp(simplex2D(vec2(time, yPos * 0.002)) - 0.5, 0.0, 1.0); noise += (simplex2D(vec2(time * 10.0, yPos * 0.05)) - 0.5) * 0.15; // Apply the noise as x displacement for every line. float xPos = clamp(iTexCoord.x - displace * noise * noise, 0.0, 1.0); vec4 oColor = getInputColor(vec2(xPos, iTexCoord.y)); // Mix in some random interference lines. vec3 interference = uColor * hash12(vec2(yPos * time)); float interferenceStrength = noise * min(strength, 1.0); oColor.rgb = mix(oColor.rgb, interference, interferenceStrength); // Mix in some grainy noise. vec3 grain = uColor * simplex2D(uSize * iTexCoord + vec2(time * 100.0)); float grainStrength = 0.2 * min(strength, 1.0); oColor.rgb = mix(oColor.rgb, grain, grainStrength); // Add a subtle line pattern every 4 pixels. if (floor(mod(yPos * 0.25, 2.0)) == 0.0) { oColor.rgb = mix(uColor, oColor.rgb, 1.0 - (0.15 * noise)); } // Shift green/blue channels. float offset = 0.1 * noise * displace; oColor.g = mix(oColor.g, getInputColor(vec2(xPos + offset, iTexCoord.y)).g, 0.25); oColor.b = mix(oColor.b, getInputColor(vec2(xPos - offset, iTexCoord.y)).b, 0.25); // Dissolve the window. // float fadeDelay = 1.5; // float alpha = clamp(noise + 1.0 + fadeDelay - (3.0 + fadeDelay) * progress, 0.0, 1.0); // oColor.a *= alpha; // add tv effect - we just want the shape transforms // add the tv effect sooner/later in the animation float toffset = uForOpening ? 0.0 : 1.0; float prog = clamp(uProgress * 2.0 - toffset, 0.0, 1.0); prog = uForOpening ? 1.0 - easeOutQuad(prog) : easeOutQuad(prog); // Scale down the window vertically. float scale = 1.0 / mix(1.0, SCALING, prog) - 1.0; vec2 coords = iTexCoord.st; coords.y = coords.y * (scale + 1.0) - scale * 0.5; // All of these are in [0..1] during the different stages of the animation. // tb refers to the top-bottom animation. // lr refers to the left-right animation. // ff refers to the final fade animation. float tbProg = smoothstep(0.0, 1.0, clamp(prog / TB_TIME, 0.0, 1.0)); float lrProg = smoothstep(0.0, 1.0, clamp((prog - LR_DELAY) / LR_TIME, 0.0, 1.0)); float ffProg = smoothstep(0.0, 1.0, clamp((prog - 1.0 + FF_TIME) / FF_TIME, 0.0, 1.0)); // This is a top-center-bottom gradient in [0..1..0] float tb = coords.y * 2.0; tb = tb < 1.0 ? tb : 2.0 - tb; // This is a left-center-right gradient in [0..1..0] float lr = coords.x * 2.0; lr = lr < 1.0 ? lr : 2.0 - lr; // Combine the progress values with the gradients to create the alpha masks. float tbMask = 1.0 - smoothstep(0.0, 1.0, clamp((tbProg - tb) / BLUR_WIDTH, 0.0, 1.0)); float lrMask = 1.0 - smoothstep(0.0, 1.0, clamp((lrProg - lr) / BLUR_WIDTH, 0.0, 1.0)); float ffMask = 1.0 - smoothstep(0.0, 1.0, ffProg); // Assemble the final alpha value. float mask = tbMask * lrMask * ffMask; // vec4 oColor = getInputColor(coords); // don't add another color transform // oColor.rgb = mix(oColor.rgb, uColor * oColor.a, smoothstep(0.0, 1.0, prog)); oColor.a *= mask; // These are pretty useful for understanding how this works. // oColor = vec4(vec3(tbMask), 1); // oColor = vec4(vec3(lrMask), 1); // oColor = vec4(vec3(ffMask), 1); // oColor = vec4(vec3(mask), 1); setOutputColor(oColor); }