////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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 uScale; uniform float uStrength; uniform float uSpeed; // Somewhat inspired by https://www.shadertoy.com/view/XtK3W3 void main() { float progress = (uForOpening ? 1.0 - uProgress : uProgress); float time = 7.5 * progress * uDuration * uSpeed; float strength = uStrength * progress; float displace = 750.0 * strength / uSize.x; float yPos = uScale * uSize.y * iTexCoord.y; // Create large, incidental noise waves. float noise = clamp(simplex2D(vec2(time, yPos * 0.002)) - 0.3, 0.0, 1.0); // Offset by smaller, constant noise waves. noise = 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); // Apply a 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. oColor.g = mix(oColor.g, getInputColor(vec2(xPos + noise * 0.1 * displace, iTexCoord.y)).g, 0.25); oColor.b = mix(oColor.b, getInputColor(vec2(xPos - noise * 0.1 * displace, iTexCoord.y)).b, 0.25); // Dissolve the window. if (progress > mix(1.0 - noise, max(max(oColor.r, oColor.g), oColor.b), 0.5)) { oColor.a = 0.0; } setOutputColor(oColor); }