////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // // Copyright (c) 2021 Simon Schneegans // // Released under the GPLv3 or later. See LICENSE file for details. // ////////////////////////////////////////////////////////////////////////////////////////// // The content from common.glsl is automatically prepended to each shader effect. uniform vec2 uSeed; uniform vec3 uColor; uniform float uScale; const float WISPS_RADIUS = 20.0; const float WISPS_SPEED = 10.0; const float WISPS_SPACING = 40 + WISPS_RADIUS; const int WISPS_LAYERS = 8; const float WISPS_IN_TIME = 0.5; const float WINDOW_OUT_TIME = 1.0; const float SCALING = 0.9; // Returns a grid of randomly moving points. Each grid cell contains one point which // moves on an ellipse. float getWisps(vec2 texCoords, float gridSize, vec2 seed) { // Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio. vec2 coords = (texCoords + hash22(seed)) * uSize; // Apply global scale. coords /= gridSize; // Get grid cell coordinates in [0..1]. vec2 cellUV = mod(coords, vec2(1)); // This is unique for each cell. vec2 cellID = coords - cellUV + vec2(362.456); // Add random rotation, scale and offset to each grid cell. float speed = mix(10.0, 15.0, hash12(cellID * seed * 134.451)) / gridSize * WISPS_SPEED; float rotation = mix(0.0, 6.283, hash12(cellID * seed * 54.4129)); float radius = mix(0.5, 1.0, hash12(cellID * seed * 19.1249)) * WISPS_RADIUS; float roundness = mix(-1.0, 1.0, hash12(cellID * seed * 7.51949)); vec2 offset = vec2(sin(speed * (uTime + 1)) * roundness, cos(speed * (uTime + 1))); offset *= 0.5 - 0.5 * radius / gridSize; offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation), offset.x * sin(rotation) + offset.y * cos(rotation)); cellUV += offset; // Use distance to center of shifted / rotated UV coordinates to draw a glaring point. float dist = length(cellUV - 0.5) * gridSize / radius; if (dist < 1.0) { return min(5, 0.01 / pow(dist, 2.0)); } return 0.0; } void main() { float progress = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress); // Scale down the window slightly. float scale = 1.0 / mix(1.0, SCALING, progress) - 1.0; vec2 coords = iTexCoord.st * (scale + 1.0) - scale * 0.5; // Get the color of the window. oColor = texture2D(uTexture, coords); // Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied. if (oColor.a > 0) { oColor.rgb /= oColor.a; } // Compute several layers of moving wisps. vec2 uv = (iTexCoord.st - 0.5) / mix(1.0, 0.5, progress) + 0.5; uv /= uScale; float wisps = 0; for (int i = 0; i < WISPS_LAYERS; ++i) { wisps += getWisps(uv * 0.3, WISPS_SPACING, uSeed * (i + 1)); } // Compute shrinking edge mask. float mask = getRelativeEdgeMask(mix(0.01, 0.5, progress)); // Compute three different progress values. float wispsIn = smoothstep(0, 1, clamp(progress / WISPS_IN_TIME, 0, 1)); float wispsOut = smoothstep(0, 1, clamp((progress - WISPS_IN_TIME) / (1.0 - WISPS_IN_TIME), 0, 1)); float windowOut = smoothstep(0, 1, clamp(progress / WINDOW_OUT_TIME, 0, 1)); // Use a noise function to dissolve the window. float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * uSize / 250) - 1.0)); float windowMask = 1.0 - (windowOut < 0.5 ? mix(0.0, noise, windowOut * 2.0) : mix(noise, 1.0, windowOut * 2.0 - 1.0)); oColor.a *= windowMask * mask; // Add the wisps. vec4 wispColor = wisps * vec4(uColor, min(wispsIn, 1.0 - wispsOut) * mask); oColor = alphaOver(oColor, wispColor); // These are pretty useful for understanding how this works. // oColor = vec4(vec3(windowMask), 1.0); // oColor = vec4(vec3(wisps), 1.0); // oColor = vec4(vec3(noise), 1.0); // oColor = vec4(vec3(mask*min(wispsIn, 1.0 - wispsOut)), 1.0); }