////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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 sampler2D uFontTexture; uniform vec3 uTrailColor; uniform vec3 uTipColor; uniform float uLetterSize; uniform float uRandomness; uniform float uOverShoot; // These may be configurable in the future. const float EDGE_FADE = 30; const float FADE_WIDTH = 150; const float TRAIL_LENGTH = 0.2; const float FINAL_FADE_START_TIME = 0.8; const float LETTER_TILES = 16.0; const float LETTER_FLICKER_SPEED = 2.0; // This returns a flickering grid of random letters. float getText(vec2 fragCoord) { vec2 pixelCoords = fragCoord * uSize; vec2 uv = mod(pixelCoords.xy, uLetterSize) / uLetterSize; vec2 block = pixelCoords / uLetterSize - uv; // Choose random letter. uv += floor(hash22(floor(hash22(block) * vec2(12.9898, 78.233) + LETTER_FLICKER_SPEED * uTime + 42.254)) * LETTER_TILES); return texture2D(uFontTexture, uv / LETTER_TILES).r; } // This returns two values: The first are gradients for the "raindrops" which move // from top to bottom. This is used for fading the letters. The second value is set // to one below each drop and to zero above it. This second value is used for fading // the window texture. vec2 getRain(vec2 fragCoord) { float column = cogl_tex_coord_in[0].x * uSize.x; column -= mod(column, uLetterSize); float delay = fract(sin(column) * 78.233) * mix(0.0, 1.0, uRandomness); float speed = fract(cos(column) * 12.989) * mix(0.0, 0.3, uRandomness) + 1.5; float distToDrop = (uProgress * 2 - delay) * speed - cogl_tex_coord_in[0].y; float rainAlpha = distToDrop >= 0 ? exp(-distToDrop / TRAIL_LENGTH) : 0; float windowAlpha = 1 - clamp(uSize.y * distToDrop, 0, FADE_WIDTH) / FADE_WIDTH; // Fade at window borders. rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE, 0.5); // Add some variation to the drop start and end position. float shorten = fract(sin(column + 42.0) * 33.423) * mix(0.0, uOverShoot * 0.25, uRandomness); rainAlpha *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].y / shorten, 0, 1)); rainAlpha *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].y) / shorten, 0, 1)); if (uForOpening) { windowAlpha = 1.0 - windowAlpha; } return vec2(rainAlpha, windowAlpha); } void main() { vec2 coords = cogl_tex_coord_in[0].st; coords.y = coords.y * (uOverShoot + 1.0) - uOverShoot * 0.5; // Get a cool matrix effect. See comments for those methods above. vec2 rainMask = getRain(coords); float textMask = getText(coords); // Get the window texture. cogl_color_out = texture2D(uTexture, coords); // Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied. if (cogl_color_out.a > 0) { cogl_color_out.rgb /= cogl_color_out.a; } // Fade the window according to the effect mask. cogl_color_out.a *= rainMask.y; // This is used to fade out the remaining trails in the end. float finalFade = 1 - clamp((uProgress - FINAL_FADE_START_TIME) / (1 - FINAL_FADE_START_TIME), 0, 1); float rainAlpha = finalFade * rainMask.x; // Add the matrix effect to the window. vec4 text = vec4(mix(uTrailColor, uTipColor, min(1, pow(rainAlpha + 0.1, 4))), rainAlpha * textMask); cogl_color_out = alphaOver(cogl_color_out, text); // These are pretty useful for understanding how this works. // cogl_color_out = vec4(vec3(textMask), 1); // cogl_color_out = vec4(vec3(rainMask.x), 1); // cogl_color_out = vec4(vec3(rainMask.y), 1); }