Files
Burn-My-Windows/resources/shaders/apparition.glsl
T
2022-05-13 08:27:09 +02:00

33 lines
1.2 KiB
GLSL

// The math for the whirling is inspired by this post:
// http://www.geeks3d.com/20110428/shader-library-swirl-post-processing-filter-in-glsl
// We simply inverse the progress for opening windows.
float progress = uForOpening ? 1.0 - uProgress : uProgress;
// Choose a random suction center.
vec2 center = uSeed * uRandomness + 0.5 * (1.0 - uRandomness);
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - center;
// Add some shaking.
coords.x +=
progress * 0.05 * uShake * sin((progress + uSeed.x) * (1.0 + uSeed.x) * uShake);
coords.y +=
progress * 0.05 * uShake * cos((progress + uSeed.y) * (1.0 + uSeed.y) * uShake);
// "Suck" the texture into the center.
float dist = length(coords) / sqrt(2);
coords += progress * coords / dist * 0.5 * uSuction;
// Apply some whirling.
float angle = pow(1.0 - dist, 2.0) * uTwirl * progress;
float s = sin(angle);
float c = cos(angle);
coords = vec2(dot(coords, vec2(c, -s)), dot(coords, vec2(s, c)));
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
cogl_color_out = texture2D(uTexture, coords + center);
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
// Fade out the window texture.
cogl_color_out.a *= 1.0 - progress;