Files
Burn-My-Windows/resources/shaders/portal.frag
T
Simon Schneegans 201166441b 🔧 Improve portal effect
2022-12-21 15:42:20 +01:00

158 lines
5.6 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 vec3 uColor;
const float PORTAL_OPEN_TIME = 0.3;
const float PORTAL_WOBBLE_TIME = 0.8;
const float PORTAL_WOBBLE_STRENGTH = 1.2;
const float PORTAL_CLOSE_TIME = 0.3;
const float PORTAL_ROTATION_SPEED = 0.3;
const float PORTAL_WARPING = 3.0;
const float GLOW_EDGE_WIDTH = 5.0;
const float WINDOW_ANIMATION_TIME = 0.3;
const float WINDOW_SCALE = 0.3;
const float WINDOW_SQUISH = 1.0;
const float WINDOW_TILT = -1.0;
vec2 getPortalWobble(vec2 coords) {
float progress = (uForOpening ? (1.0 - uProgress) : uProgress) / WINDOW_ANIMATION_TIME;
progress = clamp(1.0 - abs((progress - 1.0) / PORTAL_WOBBLE_TIME), 0.0, 1.0);
progress = easeInBack(progress, 1.7);
float dist = length(coords);
return coords * (1.0 - dist) * exp(-dist) * progress * PORTAL_WOBBLE_STRENGTH;
}
float getPortalScale() {
float scale = 1.0;
if (uProgress < PORTAL_OPEN_TIME) {
scale = easeOutBack(uProgress / PORTAL_OPEN_TIME, 1.5);
} else if (uProgress > 1.0 - PORTAL_CLOSE_TIME) {
scale =
easeOutBack(1.0 - (uProgress - 1.0 + PORTAL_CLOSE_TIME) / PORTAL_CLOSE_TIME, 1.5);
}
return scale;
}
vec2 getRandomDisplace(vec2 coords, float scale) {
return vec2(simplex2D(coords * scale) - 0.5,
simplex2D(coords * scale + vec2(7.89, 123.0)) - 0.5);
}
vec2 getWhirledCoords(vec2 coords, float speedMultiplier, float warpMultiplier) {
float rotation = PORTAL_ROTATION_SPEED * uProgress * uDuration * speedMultiplier;
float warping = PORTAL_WARPING * (2.0 + 0.5 * uProgress) * warpMultiplier;
return whirl(coords, warping, rotation);
}
vec4 getPortalColor() {
// Put coordinate origin to the center of the window and make ensure a 1:1 aspect ratio.
vec2 coords = (iTexCoord.st - vec2(0.5)) * 2.0;
// vec2 coords = (iTexCoord.st - vec2(0.5)) * 2.0 * uSize * vec2(1.0, 0.75) /
// vec2(min(uSize.x, uSize.y * 0.75));
float scaleFac = 1000.0 / (uSize.x + uSize.y);
// Add some margin for the elastic overshooting.
coords *= 1.5;
float scale = getPortalScale();
coords /= max(scale, 0.01);
vec2 wobble = getPortalWobble(coords);
vec2 coords1 = getWhirledCoords(coords - wobble * 1.0, 0.5, 1.0);
vec2 coords2 = getWhirledCoords(coords - wobble * 1.5, 1.5, 0.5);
vec2 coords3 = getWhirledCoords(coords - wobble * 1.8, 2.5, 0.0);
vec2 displace1 = getRandomDisplace(coords1, 2.1);
vec2 displace2 = getRandomDisplace(coords2, 12.2);
coords1 += displace1 * 0.1;
coords2 += displace2 * 0.1;
float dist = length(coords1);
vec3 backgroundColor = mix(0.2 * uColor, 0.8 * uColor, clamp(pow(dist, 5.0), 0.0, 1.0));
float alpha = dist > 1.0 ? 0.0 : 1.0;
vec4 color = vec4(backgroundColor, alpha);
float glowingEdge =
clamp((mix(1.0, 5.0, dot(displace1, displace1)) * GLOW_EDGE_WIDTH * scaleFac -
150.0 * abs(dist - 1.0)),
0.0, 1.0);
float bands1 =
simplex2D(coords1 / scaleFac * 1.0 + vec2(12.3, 56.4)) > 0.6 ? alpha : 0.0;
float bands2 = simplex2D(coords2 / scaleFac * 1.3) > 0.6 ? alpha : 0.0;
color = alphaOver(color, vec4(uColor * 0.7, bands1));
color = alphaOver(color, vec4(uColor, bands2));
color = clamp(color, 0.0, 1.0);
color = alphaOver(color, vec4(uColor, glowingEdge));
float noise = simplex2D(coords3 / scaleFac * 3.0);
float sparkles = clamp(pow(noise * dot(displace1, displace1) + 0.9, 50.0), 0.0, 1.0);
color.rgb += vec3(1.0, 1.0, 0.7) * sparkles;
color.a *= pow(clamp(scale, 0.0, 1.0), 2.0);
return clamp(color, 0.0, 1.0);
}
vec4 getWindowColor() {
float progress = (uForOpening ? (1.0 - uProgress) : uProgress) / WINDOW_ANIMATION_TIME;
progress = easeInBack(clamp(progress, 0.0, 1.0), 1.2);
// Put texture coordinate origin to center of window.
vec2 coords = iTexCoord.st * 2.0 - 1.0;
// Scale image texture with progress.
coords /= mix(1.0, WINDOW_SCALE, progress);
// Squish image texture vertically.
coords.y /= mix(1.0, (1.0 - 0.2 * WINDOW_SQUISH), progress);
// 'Tilt' image texture around x-axis.
coords.x /= mix(1.0, 1.0 - 0.1 * WINDOW_TILT * coords.y, progress);
// Move texture coordinate center to corner again.
coords = coords * 0.5 + 0.5;
// Dissolve window.
vec4 oColor = getInputColor(coords);
oColor.a *= clamp((1.0 - progress) * 3.0, 0.0, 1.0);
return oColor;
}
void main() {
vec4 portal = getPortalColor();
vec4 window = getWindowColor();
setOutputColor(alphaOver(portal, window));
// These can be useful for understanding how this works.
// setOutputColor(portal);
// setOutputColor(window);
}