////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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 = 0.2; const float PORTAL_WOBBLE_TIME = 0.4; const float PORTAL_WOBBLE_STRENGTH = 1.0; const float PORTAL_CLOSE_TIME = 0.3; const float PORTAL_ROTATION_SPEED = 0.7; const float PORTAL_WARPING = 3.0; 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; const float GLOW_EDGE_WIDTH = 0.02; 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 * uSize / vec2(min(uSize.x, uSize.y)); // Add some margin for the elastic overshooting. coords *= 1.5; float scale = 1.0; if (uProgress < PORTAL_OPEN_TIME) { scale = easeOutBack(uProgress / PORTAL_OPEN_TIME); } else if (uProgress > 1.0 - PORTAL_CLOSE_TIME) { scale = easeOutBack(1.0 - (uProgress - 1.0 + PORTAL_CLOSE_TIME) / PORTAL_CLOSE_TIME); } coords /= max(scale, 0.01); float wobbleProgress = (uForOpening ? (1.0 - uProgress) : uProgress) / WINDOW_ANIMATION_TIME; wobbleProgress = clamp(1.0 - abs((wobbleProgress - 1.0) / PORTAL_WOBBLE_TIME), 0.0, 1.0); wobbleProgress = easeInBack(wobbleProgress); float dist = length(coords); vec2 distort = coords * (1.0 - dist) * exp(-dist); coords = (coords - (distort * wobbleProgress * PORTAL_WOBBLE_STRENGTH)); // Apply some whirling. // The math for the whirling is inspired by this post: float rotation = PORTAL_ROTATION_SPEED * uProgress; float warping = PORTAL_WARPING * (1.0 + 0.5 * uProgress); coords = whirl(coords, warping, rotation); float xDisplace = simplex2D(coords * 2.0) - 0.5; float yDisplace = simplex2D(coords * 2.0 + vec2(12.0, 123.0)) - 0.5; coords += vec2(xDisplace, yDisplace) * 0.1; dist = length(coords); 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 = pow(clamp((1.0 - abs(dist - 1.0)) + GLOW_EDGE_WIDTH, 0.0, 1.0), 100.0); color = alphaOver(color, vec4(vec3(1.0), glowingEdge)); float bands = simplex2D(coords * 4.0) > 0.7 ? alpha : 0.0; color = alphaOver(color, vec4(uColor, bands)); float stars = pow((simplex3D(vec3(coords * 5.0, uProgress * uDuration))) + 0.2, 50.0); color.rgb += vec3(stars); 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)); // 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); }