////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // ////////////////////////////////////////////////////////////////////////////////////////// // SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com // SPDX-License-Identifier: GPL-3.0-or-later // The content from common.glsl is automatically prepended to each shader effect. This // provides the standard input: // vec2 iTexCoord: Texture coordinates for retrieving the window input color. // bool uIsFullscreen: True if the window is maximized or in fullscreen mode. // bool uForOpening: True if a window-open animation is ongoing, false otherwise. // float uProgress: A value which transitions from 0 to 1 during the animation. // float uDuration: The duration of the current animation in seconds. // vec2 uSize: The size of uTexture in pixels. // float uPadding: The empty area around the actual window (e.g. where the shadow // is drawn). For now, this will only be set on GNOME. // Furthermore, there are two global methods for reading the window input color and // setting the shader output color. Both methods assume straight alpha: // vec4 getInputColor(vec2 coords) // void setOutputColor(vec4 outColor) // The width of the fading effect is loaded from the settings. // uniform float uFadeWidth; float uBlurQuality = 5.0; vec4 uSeed = vec4(0.4,0.2,0.4,0.6); // A simple blur function vec4 blur(vec2 uv, float radius, float samples) { // Initialize the color accumulator to zero. vec4 color = vec4(0.0); // Define a constant for 2 * PI (tau), which represents a full circle in radians. const float tau = 6.28318530718; // Number of directions for sampling around the circle. const float directions = 15.0; // Outer loop iterates over multiple directions evenly spaced around a circle. for (float d = 0.0; d < tau; d += tau / directions) { // Inner loop samples along each direction, with decreasing intensity. for (float s = 0.0; s < 1.0; s += 1.0 / samples) { // Calculate the offset for this sample based on direction, radius, and step. // The (1.0 - s) term ensures more sampling occurs closer to the center. vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize; // Add the sampled color at the offset position to the accumulator. color += getInputColor(uv + offset); } } // Normalize the accumulated color by dividing by the total number of samples // and directions to ensure the result is averaged. return color / samples / directions; } void main() { // Calculate the progression value based on the animation direction. // If opening, use uProgress as-is; if closing, invert the progression. float progress = uForOpening ? 1.0 - uProgress : uProgress ; //r is for random .. 4 random numbers between -1.0 and 1.0 vec4 r = hash42(iTexCoord.st * progress * 0.1) * 2.0 - vec4(0.5); //zero to one... mostly one float ztomo = remap( progress, 0.0,0.1, 0.0,1.0 ); ztomo = easeInOutSine(ztomo); //out Expo float oExpo = easeOutExpo(progress); float iExpo = easeInExpo(progress); float ioSine = easeInOutSine(progress); float ioSine_r = 1.0 - ioSine; vec2 uv = iTexCoord.st; // change the center uv = uv * 2.0 - 1.0; //scale uv /= ioSine_r; //re-center uv = uv * 0.5 + 0.5; // uv.x -= simplex3D(r.xyz * 50.0) * 0.1; // uv.y -= simplex3D(r.xyz * 50.0) * 0.1; // uv.x -= sin(progress) //get color vec4 oColor = blur(uv, ztomo * 100.0,uBlurQuality); oColor.a *= ioSine_r; setOutputColor(oColor); }