Files
Burn-My-Windows/resources/shaders/magic-lamp.frag
T
2023-08-02 19:25:31 +02:00

50 lines
1.9 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 vec2 uActorScale;
uniform vec2 uInitialPointerPos;
uniform vec2 uCurrentPointerPos;
uniform vec2 uControlPointA;
uniform vec2 uControlPointB;
void main() {
float progress = uForOpening ? 1.0 - uProgress : uProgress;
vec2 texcoord = iTexCoord.st;
texcoord = texcoord * uActorScale + 0.5 - uActorScale * 0.5;
vec2 warp = (texcoord - uInitialPointerPos) * progress / (1.0 - progress);
vec4 oColor = getInputColor(texcoord + warp);
if (length(texcoord - uInitialPointerPos) < 0.02) {
oColor = vec4(1.0);
}
if (length(texcoord - uCurrentPointerPos) < 0.02) {
oColor = vec4(1.0, 0.0, 0.0, 1.0);
}
if (length(texcoord - uControlPointA) < 0.02) {
oColor = vec4(0.0, 1.0, 0.0, 1.0);
}
if (length(texcoord - uControlPointB) < 0.02) {
oColor = vec4(0.0, 0.0, 1.0, 1.0);
}
setOutputColor(oColor);
}