////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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 float uActorScale; uniform float uHorizontalScale; uniform float uVerticalScale; uniform float uPixelSize; void main() { // We simply inverse the progress for opening windows. float pixelateProgress = uForOpening ? 0.9 - uProgress : uProgress; float pixelSize = max(1.0, ceil(uPixelSize * pixelateProgress + 1.0)); vec2 pixelGrid = vec2(pixelSize) / uSize; vec2 texcoord = iTexCoord.st; texcoord.y = texcoord.y * uActorScale + 0.5 - uActorScale * 0.5; texcoord -= mod(iTexCoord.st, pixelGrid); texcoord += pixelGrid * 0.5; float hScale = uHorizontalScale * uSize.x * 0.001; float vScale = uVerticalScale * uSize.y * 0.00002 * uActorScale; float noise = simplex2DFractal(texcoord.xx * hScale) * 2.0 - 0.5; float shiftProgress = uForOpening ? mix(-vScale - 1.0, 0.0, uProgress) : mix(-vScale, 1.0 + vScale, uProgress); float shift = noise * vScale + shiftProgress; if (uForOpening) { texcoord.y -= 0.5 * uActorScale * min(shift, 0.0); } else { texcoord.y -= 0.5 * uActorScale * max(shift, 0.0); } vec4 oColor = getInputColor(texcoord); setOutputColor(oColor); }