Files
Simon Schneegans be38af32af 🎉 Add paint-brush effect
2023-07-02 21:45:40 +02:00

63 lines
2.4 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.
// See assets/README.md for how this texture was created.
uniform sampler2D uBrushTexture;
uniform float uBrushSize;
const float SHADOW_WIDTH = 0.03;
const float SHADOW_STEPS = 10.0;
// Returns 1.0 if the window texture at the given texCoord should be painted.
float getMask(vec2 texCoord, float progress) {
float brush = texture2D(uBrushTexture, texCoord)[int(uBrushSize - 1.0)];
if (uForOpening) {
return step(brush, progress);
}
return step(progress, brush);
}
void main() {
vec4 oColor = getInputColor(iTexCoord.st);
// This will be 0.0 in the masked-out areas.
float mask = getMask(iTexCoord.st, uProgress);
// Add a simple drop shadow below the remaining parts.
if (mask == 0.0) {
for (float i = 0.0; i < SHADOW_STEPS; ++i) {
vec2 shadowTexCoord = iTexCoord.st - vec2(0.0, i * SHADOW_WIDTH / SHADOW_STEPS);
float shadowMask = getMask(shadowTexCoord, uProgress);
float shadowAlpha = (1.0 - i / SHADOW_STEPS) * shadowMask * getInputColor(shadowTexCoord).a;
if (shadowAlpha > 0.0) {
oColor = vec4(vec3(0.0), shadowAlpha * 0.2);
break;
}
// If we arrived at the end of the shadow, make sure to set the alpha to 0.
if (i == SHADOW_STEPS - 1.0) {
oColor.a = 0.0;
}
}
}
setOutputColor(oColor);
}