63 lines
2.4 KiB
GLSL
63 lines
2.4 KiB
GLSL
//////////////////////////////////////////////////////////////////////////////////////////
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// ) ( //
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// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
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// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
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// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
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// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
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// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
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// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
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// |__/ //
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//////////////////////////////////////////////////////////////////////////////////////////
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// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
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// SPDX-License-Identifier: GPL-3.0-or-later
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// The content from common.glsl is automatically prepended to each shader effect.
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// See assets/README.md for how this texture was created.
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uniform sampler2D uBrushTexture;
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uniform float uBrushSize;
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const float SHADOW_WIDTH = 0.03;
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const float SHADOW_STEPS = 10.0;
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// Returns 1.0 if the window texture at the given texCoord should be painted.
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float getMask(vec2 texCoord, float progress) {
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float brush = texture2D(uBrushTexture, texCoord)[int(uBrushSize - 1.0)];
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if (uForOpening) {
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return step(brush, progress);
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}
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return step(progress, brush);
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}
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void main() {
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vec4 oColor = getInputColor(iTexCoord.st);
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// This will be 0.0 in the masked-out areas.
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float mask = getMask(iTexCoord.st, uProgress);
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// Add a simple drop shadow below the remaining parts.
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if (mask == 0.0) {
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for (float i = 0.0; i < SHADOW_STEPS; ++i) {
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vec2 shadowTexCoord = iTexCoord.st - vec2(0.0, i * SHADOW_WIDTH / SHADOW_STEPS);
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float shadowMask = getMask(shadowTexCoord, uProgress);
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float shadowAlpha = (1.0 - i / SHADOW_STEPS) * shadowMask * getInputColor(shadowTexCoord).a;
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if (shadowAlpha > 0.0) {
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oColor = vec4(vec3(0.0), shadowAlpha * 0.2);
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break;
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}
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// If we arrived at the end of the shadow, make sure to set the alpha to 0.
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if (i == SHADOW_STEPS - 1.0) {
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oColor.a = 0.0;
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}
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}
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}
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setOutputColor(oColor);
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}
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