Files

65 lines
3.0 KiB
GLSL

//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
// The content from common.glsl is automatically prepended to each shader effect.
uniform vec4 uColor;
uniform float uSeed;
uniform float uScale;
uniform float uStrength;
uniform float uSpeed;
// Somewhat inspired by https://www.shadertoy.com/view/XtK3W3
void main() {
float progress = easeInQuad(uForOpening ? 1.0 - uProgress : uProgress);
float time = progress * uDuration * uSpeed;
float strength = uStrength * progress;
float displace = 1000.0 * strength / uSize.x;
float yPos = uScale * uSize.y * (iTexCoord.y + uSeed * 10.0);
// Create large noise waves and add some smaller noise waves.
float noise = clamp(simplex2D(vec2(time, yPos * 0.002)) - 0.5, 0.0, 1.0);
noise += (simplex2D(vec2(time * 10.0, yPos * 0.05)) - 0.5) * 0.15;
// Apply the noise as x displacement for every line.
float xPos = clamp(iTexCoord.x - displace * noise * noise, 0.0, 1.0);
vec4 oColor = getInputColor(vec2(xPos, iTexCoord.y));
// Mix in some random interference lines.
vec3 interference = uColor.rgb * hash12(vec2(yPos * time));
float interferenceStrength = noise * min(strength, 1.0);
oColor.rgb = mix(oColor.rgb, interference, uColor.a * interferenceStrength);
// Mix in some grainy noise.
vec3 grain = uColor.rgb * simplex2D(uSize * iTexCoord + vec2(time * 100.0));
float grainStrength = 0.2 * min(strength, 1.0);
oColor.rgb = mix(oColor.rgb, grain, uColor.a * grainStrength);
// Add a subtle line pattern every 4 pixels.
if (floor(mod(yPos * 0.25, 2.0)) == 0.0) {
oColor.rgb = mix(oColor.rgb, uColor.rgb, uColor.a * (0.15 * noise));
}
// Shift green/blue channels.
float offset = 0.1 * noise * displace;
oColor.g = mix(oColor.g, getInputColor(vec2(xPos + offset, iTexCoord.y)).g, 0.25);
oColor.b = mix(oColor.b, getInputColor(vec2(xPos - offset, iTexCoord.y)).b, 0.25);
// Dissolve the window.
float fadeDelay = 1.5;
float alpha = clamp(noise + 1.0 + fadeDelay - (3.0 + fadeDelay) * progress, 0.0, 1.0);
oColor.a *= alpha;
setOutputColor(oColor);
}