92 lines
3.3 KiB
GLSL
92 lines
3.3 KiB
GLSL
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// ) ( //
|
|
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
|
|
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
|
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
|
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
|
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
|
|
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
|
|
// |__/ //
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
|
|
// SPDX-License-Identifier: GPL-3.0-or-later
|
|
|
|
// The content from common.glsl is automatically prepended to each shader effect. This
|
|
// provides the standard input:
|
|
|
|
// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
|
|
// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
|
|
// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
|
|
// float uProgress: A value which transitions from 0 to 1 during the animation.
|
|
// float uDuration: The duration of the current animation in seconds.
|
|
// vec2 uSize: The size of uTexture in pixels.
|
|
// float uPadding: The empty area around the actual window (e.g. where the shadow
|
|
// is drawn). For now, this will only be set on GNOME.
|
|
|
|
// Furthermore, there are two global methods for reading the window input color and
|
|
// setting the shader output color. Both methods assume straight alpha:
|
|
|
|
// vec4 getInputColor(vec2 coords)
|
|
// void setOutputColor(vec4 outColor)
|
|
|
|
uniform float uWavesize;
|
|
uniform float uBrightness;
|
|
uniform float uStretchR;
|
|
uniform float uStretchG;
|
|
uniform float uStretchB;
|
|
|
|
|
|
float FadeInOut(float t, float power)
|
|
{
|
|
float s = -1.0 * pow((t-0.5)/(0.5),power)+1.0;
|
|
s = clamp(s,0.0,1.0);
|
|
return s;
|
|
}
|
|
|
|
|
|
|
|
|
|
void main() {
|
|
|
|
// Calculate the progression value based on the animation direction.
|
|
// If opening, use uProgress as-is; if closing, invert the progression.
|
|
float progress = uForOpening ? uProgress : 1.0 - uProgress;
|
|
|
|
//progress will now go from 0.5 to 1.0
|
|
progress = mix(0.5,1.0,progress);
|
|
|
|
// the UV
|
|
vec2 uv = iTexCoord.st;
|
|
//flipped the uv
|
|
vec2 f = vec2(uv.x,1.0 - uv.y);
|
|
|
|
// w is the wave
|
|
float w = 0.0;
|
|
|
|
float p = mix(0.0, 1.0 + uWavesize, progress);
|
|
w = 1.0 - abs(p - f.y);
|
|
w = clamp(w,0.0,1.0);
|
|
|
|
w = pow(w, mix(100.0,1.0,uWavesize) );
|
|
|
|
float mask = 1.0;
|
|
if (p - f.y < 0.0)
|
|
{
|
|
mask = 0.0;
|
|
w = 0.0;
|
|
}
|
|
|
|
vec4 oColor = vec4(0.0);
|
|
|
|
oColor.r = getInputColor(uv + vec2(0.0,w * uStretchR ) ).r * mix(1.0, uBrightness, FadeInOut(progress,4));
|
|
oColor.g = getInputColor(uv + vec2(0.0,w * uStretchG ) ).g * mix(1.0, uBrightness, FadeInOut(progress,4));
|
|
oColor.b = getInputColor(uv + vec2(0.0,w * uStretchB ) ).b * mix(1.0, uBrightness, FadeInOut(progress,4));
|
|
|
|
//if you can think of a better way to handle the alpha ... try that
|
|
oColor.a = getInputColor(uv).a * easeInOutSine(progress) * mask;
|
|
|
|
|
|
setOutputColor(oColor);
|
|
}
|