69 lines
2.8 KiB
GLSL
69 lines
2.8 KiB
GLSL
//////////////////////////////////////////////////////////////////////////////////////////
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// ) ( //
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// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
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// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
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// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
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// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
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// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
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// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
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// |__/ //
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//////////////////////////////////////////////////////////////////////////////////////////
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// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
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// SPDX-License-Identifier: GPL-3.0-or-later
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// The content from common.glsl is automatically prepended to each shader effect.
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uniform vec2 uActorScale;
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uniform vec2 uInitialPointerPos;
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uniform vec2 uCurrentPointerPos;
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uniform vec2 uControlPointA;
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uniform vec2 uControlPointB;
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vec2 threeWayMix(float fac, vec2 a, vec2 b, vec2 c) {
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if (fac < 0.5) {
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return mix(a, b, smoothstep(0.0, 1.0, fac * 2.0));
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}
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return mix(b, c, smoothstep(0.0, 1.0, fac * 2.0 - 1.0));
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}
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void main() {
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vec2 texcoord = iTexCoord.st;
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texcoord = texcoord * uActorScale + 0.5 - uActorScale * 0.5;
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float circle = length((texcoord - uCurrentPointerPos) / uActorScale * 2.0);
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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progress = clamp(mix(max(0.0, uProgress*2.0 - circle), 2.0 * uProgress, uProgress), 0.0, 1.0);
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// progress = smoothstep(0.0, 1.0, pow(2.0 * progress - circle, 0.5));
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vec2 warpA = (texcoord - uControlPointA) * uProgress * progress / (1.0 - uProgress);
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vec2 warpB = (texcoord - uControlPointB) * uProgress * progress / (1.0 - uProgress);
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vec2 warpC = (texcoord - uCurrentPointerPos) * uProgress * progress / (1.0 - uProgress);
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vec2 warp = threeWayMix(progress, warpA, warpB, warpC);
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// vec2 warp = (warpA + warpB + warpC) / (progressA + progressB + progressC);
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vec4 oColor = getInputColor(texcoord + warp);
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// 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);
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// if (length(texcoord - uInitialPointerPos) < 0.02) {
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// oColor = vec4(1.0);
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// }
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// if (length(texcoord - uCurrentPointerPos) < 0.02) {
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// oColor = vec4(1.0, 0.0, 0.0, 1.0);
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// }
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// if (length(texcoord - uControlPointA) < 0.02) {
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// oColor = vec4(0.0, 1.0, 0.0, 1.0);
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// }
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// if (length(texcoord - uControlPointB) < 0.02) {
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// oColor = vec4(0.0, 0.0, 1.0, 1.0);
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// }
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setOutputColor(oColor);
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} |