////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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. // See assets/README.md for how this texture was created. uniform sampler2D uClawTexture; uniform vec4 uFlashColor; uniform vec2 uSeed; uniform float uClawSize; uniform float uNumClaws; uniform float uWarpIntensity; const float FLASH_INTENSITY = 0.1; // Scratches will only start in the first half of the animation. const float MAX_SPAWN_TIME = 0.6; // Relative time for the final fade to transparency. const float FF_TIME = 0.6; // This method generates a grid of randomly rotated, slightly shifted and scaled // UV squares. It returns the texture coords of the UV square at the given actor // coordinates. If these do not fall into one of the UV grids, the coordinates of // the closest UV grid will be clamped and returned. vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) { // Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio. vec2 coords = texCoords + hash22(seed); coords *= uSize.x < uSize.y ? vec2(1.0, 1.0 * uSize.y / uSize.x) : vec2(1.0 * uSize.x / uSize.y, 1.0); // Apply global scale. coords *= gridScale; // Get grid cell coordinates in [0..1]. vec2 cellUV = mod(coords, vec2(1.0)); // This is unique for each cell. vec2 cellID = coords - cellUV + vec2(362.456); // Add random rotation, scale and offset to each grid cell. float scale = mix(0.8, 1.0, hash12(cellID * seed * 134.451)); float offsetX = mix(0.0, 1.0 - scale, hash12(cellID * seed * 54.4129)); float offsetY = mix(0.0, 1.0 - scale, hash12(cellID * seed * 25.3089)); float rotation = mix(0.0, 2.0 * 3.141, hash12(cellID * seed * 2.99837)); cellUV -= vec2(offsetX, offsetY); cellUV /= scale; cellUV -= 0.5; cellUV = vec2(cellUV.x * cos(rotation) - cellUV.y * sin(rotation), cellUV.x * sin(rotation) + cellUV.y * cos(rotation)); cellUV += 0.5; // Clamp resulting coordinates. return clamp(cellUV, vec2(0.0), vec2(1.0)); } void main() { float progress = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress); // Warp the texture coordinates to create a blow-up effect. vec2 coords = iTexCoord.st * 2.0 - 1.0; float dist = length(coords); coords = (coords / dist * pow(dist, 1.0 + uWarpIntensity)) * 0.5 + 0.5; coords = mix(iTexCoord.st, coords, progress); // Scale down the window according to the warp. float scale = 0.5 * uWarpIntensity * (1.0 - progress); coords = coords * (scale + 1.0) - scale * 0.5; // Accumulate several random scratches. The color in the scratch map refers to the // relative time when the respective part will become invisible. Therefore we can // add a value to make the scratch appear later. float scratchMap = 1.0; for (float i = 0.0; i < uNumClaws; ++i) { vec2 uv = getClawUV(coords, 1.0 / uClawSize, uSeed * (i + 1.0)); float delay = i / uNumClaws * MAX_SPAWN_TIME; scratchMap = min(scratchMap, clamp(texture2D(uClawTexture, uv).r + delay, 0.0, 1.0)); } // Get the window texture. We shift the texture lookup by the local derivative of // the claw texture in order to mimic some folding distortion. This is only possible if // not using GLES. vec2 offset = vec2(0.0); #ifndef GL_ES offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * progress * 0.5; #endif vec4 oColor = getInputColor(coords + offset); // Add colorful flashes. float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - progress) + 1.0; if (flashIntensity < 0.0 || flashIntensity >= 1.0) { flashIntensity = 0.0; } // Hide flashes where there is now window. vec4 flash = uFlashColor; flash.a *= flashIntensity * oColor.a * (1.0 - progress); // Hide scratched out parts. oColor.a *= (scratchMap > progress ? 1.0 : 0.0); // Add flash color. oColor = alphaOver(oColor, flash); // Fade out the remaining shards. float fadeProgress = smoothstep(0.0, 1.0, (progress - 1.0 + FF_TIME) / FF_TIME); oColor.a *= sqrt(1.0 - fadeProgress * fadeProgress); // These are pretty useful for understanding how this works. // oColor = vec4(vec3(flashIntensity), 1); // oColor = vec4(vec3(scratchMap), 1); setOutputColor(oColor); }