////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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; const float PORTAL_OPEN_TIME = 0.3; const float PORTAL_WOBBLE_TIME = 0.8; const float PORTAL_WOBBLE_STRENGTH = 1.2; const float PORTAL_CLOSE_TIME = 0.3; const float PORTAL_ROTATION_SPEED = 0.3; const float PORTAL_WARPING = 3.0; const float GLOW_EDGE_WIDTH = 5.0; 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; vec2 getPortalWobble(vec2 coords) { float progress = (uForOpening ? (1.0 - uProgress) : uProgress) / WINDOW_ANIMATION_TIME; progress = clamp(1.0 - abs((progress - 1.0) / PORTAL_WOBBLE_TIME), 0.0, 1.0); progress = easeInBack(progress, 1.7); float dist = length(coords); return coords * (1.0 - dist) * exp(-dist) * progress * PORTAL_WOBBLE_STRENGTH; } float getPortalScale() { float scale = 1.0; if (uProgress < PORTAL_OPEN_TIME) { scale = easeOutBack(uProgress / PORTAL_OPEN_TIME, 1.5); } else if (uProgress > 1.0 - PORTAL_CLOSE_TIME) { scale = easeOutBack(1.0 - (uProgress - 1.0 + PORTAL_CLOSE_TIME) / PORTAL_CLOSE_TIME, 1.5); } return scale; } vec2 getRandomDisplace(vec2 coords, float scale) { return vec2(simplex2D(coords * scale) - 0.5, simplex2D(coords * scale + vec2(7.89, 123.0)) - 0.5); } vec2 getWhirledCoords(vec2 coords, float speedMultiplier, float warpMultiplier) { float rotation = PORTAL_ROTATION_SPEED * uProgress * uDuration * speedMultiplier; float warping = PORTAL_WARPING * (2.0 + 0.5 * uProgress) * warpMultiplier; return whirl(coords, warping, rotation); } vec4 getPortalColor() { // 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; // vec2 coords = (iTexCoord.st - vec2(0.5)) * 2.0 * uSize * vec2(1.0, 0.75) / // vec2(min(uSize.x, uSize.y * 0.75)); float scaleFac = 1000.0 / (uSize.x + uSize.y); // Add some margin for the elastic overshooting. coords *= 1.5; float scale = getPortalScale(); coords /= max(scale, 0.01); vec2 wobble = getPortalWobble(coords); vec2 coords1 = getWhirledCoords(coords - wobble * 1.0, 0.5, 1.0); vec2 coords2 = getWhirledCoords(coords - wobble * 1.5, 1.5, 0.5); vec2 coords3 = getWhirledCoords(coords - wobble * 1.8, 2.5, 0.0); vec2 displace1 = getRandomDisplace(coords1, 2.1); vec2 displace2 = getRandomDisplace(coords2, 12.2); coords1 += displace1 * 0.1; coords2 += displace2 * 0.1; float dist = length(coords1); 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); float glowingEdge = clamp((mix(1.0, 5.0, dot(displace1, displace1)) * GLOW_EDGE_WIDTH * scaleFac - 150.0 * abs(dist - 1.0)), 0.0, 1.0); float bands1 = simplex2D(coords1 / scaleFac * 1.0 + vec2(12.3, 56.4)) > 0.6 ? alpha : 0.0; float bands2 = simplex2D(coords2 / scaleFac * 1.3) > 0.6 ? alpha : 0.0; color = alphaOver(color, vec4(uColor * 0.7, bands1)); color = alphaOver(color, vec4(uColor, bands2)); color = clamp(color, 0.0, 1.0); color = alphaOver(color, vec4(uColor, glowingEdge)); float noise = simplex2D(coords3 / scaleFac * 3.0); float sparkles = clamp(pow(noise * dot(displace1, displace1) + 0.9, 50.0), 0.0, 1.0); color.rgb += vec3(1.0, 1.0, 0.7) * sparkles; color.a *= pow(clamp(scale, 0.0, 1.0), 2.0); return clamp(color, 0.0, 1.0); } vec4 getWindowColor() { float progress = (uForOpening ? (1.0 - uProgress) : uProgress) / WINDOW_ANIMATION_TIME; progress = easeInBack(clamp(progress, 0.0, 1.0), 1.2); // Put texture coordinate origin to center of window. vec2 coords = iTexCoord.st * 2.0 - 1.0; // Scale image texture with progress. coords /= mix(1.0, WINDOW_SCALE, progress); // Squish image texture vertically. coords.y /= mix(1.0, (1.0 - 0.2 * WINDOW_SQUISH), progress); // 'Tilt' image texture around x-axis. coords.x /= mix(1.0, 1.0 - 0.1 * WINDOW_TILT * coords.y, progress); // Move texture coordinate center to corner again. coords = coords * 0.5 + 0.5; // Dissolve window. vec4 oColor = getInputColor(coords); oColor.a *= clamp((1.0 - progress) * 3.0, 0.0, 1.0); return oColor; } void main() { vec4 portal = getPortalColor(); vec4 window = getWindowColor(); setOutputColor(alphaOver(portal, window)); // These can be useful for understanding how this works. // setOutputColor(portal); // setOutputColor(window); }