////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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 float uActorScale; uniform float uHorizontalScale; uniform float uVerticalScale; uniform float uPixelSize; // This method returns a mask which smoothly transitions towards zero when approaching // the window's top or bottom border. float getEdgeMask(vec2 uv, float fadeWidth) { float mask = 1.0; mask *= smoothstep(0.0, 1.0, clamp(uv.y / fadeWidth, 0.0, 1.0)); mask *= smoothstep(0.0, 1.0, clamp((1.0 - uv.y) / fadeWidth, 0.0, 1.0)); return mask; } void main() { // We simply inverse the pixelation 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; // Snap texcoords to pixel grid. vec2 texcoord = iTexCoord.st; texcoord.y = texcoord.y * uActorScale + 0.5 - uActorScale * 0.5; texcoord -= mod(iTexCoord.st, pixelGrid); texcoord += pixelGrid * 0.5; // The pixel columns move vertically. The offset is generated with a random noise // function. float hScale = uHorizontalScale * uSize.x * 0.001; float noise = simplex2DFractal(texcoord.xx * hScale) * 2.0 - 0.5; // Shift the pixel columns vertically over time. float vScale = uVerticalScale * uSize.y * 0.00002 * uActorScale; 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); // Fade window texture at the top and bottom. oColor.a *= getEdgeMask(iTexCoord.st, 0.1); setOutputColor(oColor); }