Files
Burn-My-Windows/resources/shaders/magic-lamp.frag
T
Simon Schneegans b9901bad86 🔧 Work on lamp warping
2023-08-05 12:15:55 +02:00

69 lines
2.8 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;
vec2 threeWayMix(float fac, vec2 a, vec2 b, vec2 c) {
if (fac < 0.5) {
return mix(a, b, smoothstep(0.0, 1.0, fac * 2.0));
}
return mix(b, c, smoothstep(0.0, 1.0, fac * 2.0 - 1.0));
}
void main() {
vec2 texcoord = iTexCoord.st;
texcoord = texcoord * uActorScale + 0.5 - uActorScale * 0.5;
float circle = length((texcoord - uCurrentPointerPos) / uActorScale * 2.0);
float progress = uForOpening ? 1.0 - uProgress : uProgress;
progress = clamp(mix(max(0.0, uProgress*2.0 - circle), 2.0 * uProgress, uProgress), 0.0, 1.0);
// progress = smoothstep(0.0, 1.0, pow(2.0 * progress - circle, 0.5));
vec2 warpA = (texcoord - uControlPointA) * uProgress * progress / (1.0 - uProgress);
vec2 warpB = (texcoord - uControlPointB) * uProgress * progress / (1.0 - uProgress);
vec2 warpC = (texcoord - uCurrentPointerPos) * uProgress * progress / (1.0 - uProgress);
vec2 warp = threeWayMix(progress, warpA, warpB, warpC);
// vec2 warp = (warpA + warpB + warpC) / (progressA + progressB + progressC);
vec4 oColor = getInputColor(texcoord + warp);
// oColor = vec4(tritone(progress, vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0)), 1.0);
// 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);
}