68cef3e672
resync with master ... hoping it works
198 lines
6.4 KiB
GLSL
198 lines
6.4 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: Justin Garza <JGarza9788@gmail.com>
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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. This
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// provides the standard input:
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// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
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// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
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// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
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// float uProgress: A value which transitions from 0 to 1 during the animation.
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// float uDuration: The duration of the current animation in seconds.
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// vec2 uSize: The size of uTexture in pixels.
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// float uPadding: The empty area around the actual window (e.g. where the shadow
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// is drawn). For now, this will only be set on GNOME.
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// Furthermore, there are two global methods for reading the window input color and
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// setting the shader output color. Both methods assume straight alpha:
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// vec4 getInputColor(vec2 coords)
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// void setOutputColor(vec4 outColor)
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// The width of the fading effect is loaded from the settings.
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uniform float uColorSpeed;
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uniform bool uRandomColorOffset;
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uniform float uColorOffset;
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uniform float uColorSaturation;
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uniform float uFadeOut;
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uniform float uBlur;
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uniform vec2 uSeed;
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/*
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this controls the end shape
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-5.0 large Star
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-3.0 Star
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1.0 Dimond
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2.0 Circle
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3.0 Squircle
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5.0 Square
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*/
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uniform float uEdgeShape;
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//the size of the edge color
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uniform float uEdgeSize;
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//soft <--> hard
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uniform float uEdgeHardness;
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// A simple blur function
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vec4 blur(vec2 uv, float radius, float samples) {
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vec4 color = vec4(0.0);
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const float tau = 6.28318530718;
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const float directions = 15.0;
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for (float d = 0.0; d < tau; d += tau / directions) {
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for (float s = 0.0; s < 1.0; s += 1.0 / samples) {
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vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize;
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color += getInputColor(uv + offset);
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}
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}
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return color / samples / directions;
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}
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void main() {
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// This gradually dissolves from [1..0] from the outside to the center. We
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// switch the direction for opening and closing.
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float progress = uForOpening ? uProgress : 1.0 - uProgress ;
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//adjusting for Gnome
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if (uPadding > 0.0)
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{
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progress = remap(
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progress, 0.0, ((uSize.x + (uPadding*2.0)) / uSize.x)
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,0.0, 1.0
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);
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}
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// Get the color from the window texture.
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vec4 oColor = getInputColor(iTexCoord.st);
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// Calculate the aspect ratio of the render area
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float aspect = uSize.x / uSize.y;
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//standard uv
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vec2 uv = iTexCoord.st;
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// tuv is for when progress is near 0
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vec2 tuv = uv;
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tuv -= 0.5; // Shift UV coordinates to center (from [-0.5 to 0.5])
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tuv.x *= aspect; // Scale x-coordinate to match aspect ratio
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tuv += 0.5; // Shift UV coordinates back (from [0 to 1])
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//mixing the UVs
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uv = mix(tuv,uv,easeOutExpo(progress));
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// this controls the shape
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// -1.0 would be a diamond-ish
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// 0.0 would be a rounded diamond
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// 1.0 would be a circle
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// 2.0 will be sqircle
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// 1000.0 will be very square
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float p = mix(uEdgeShape,1000.0,
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easeInExpo(progress)
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);
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//this will be used later to make a mask
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float m = mix(
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0.0,
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1.0,
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clamp(
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pow(abs(uv.x-0.5)*2.0,p) + pow(abs(uv.y-0.5)*2.0,p),0.0,1.0
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)
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);
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//this calculates the edge of the effect
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float edge = abs(m-progress) ;
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float e = mix(0.0,uEdgeSize,1.0 - progress);
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edge = remap(edge,0.0,e,0.0,1.0);
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edge = clamp(edge,0.0,1.0);
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edge = 1.0 - edge;
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//this is the mask
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float mask = (m > progress) ? 0.0 : 1.0 ;
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//we need two of these
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float mask0 = mix(mask,mask+edge,1.0 - uEdgeHardness);
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float mask1 = mix(edge,edge*mask,uEdgeHardness);
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//calculate color
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vec3 color = cos(progress*uColorSpeed+uv.xyx+vec3(0,2,4)).xyz;
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//coloroffset
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float colorOffset = (uRandomColorOffset) ? hash12(uSeed) : uColorOffset ;
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color = offsetHue(color, colorOffset + 0.10);
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//clamp and saturate
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color = clamp(color * uColorSaturation,vec3(0.0),vec3(1.0));
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//save this for later
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float oColorAlpha = oColor.a;
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//blur-ify
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if (uBlur > 0.0)
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{
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//used for blur later ...
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//calculate this before saturating it
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float b = (color.r + color.g + color.b)/3.0;
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oColor = blur( iTexCoord.st, b * uBlur * mask1, 7.0);
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}
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//apply masks and colors
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oColor.a *= mask0;
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//i was doing this to try to adjust for light mode
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// i don;t like the way these make the effect look
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// ...maybe a toggle for it later
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/*
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float oColorPercent = (oColor.r + oColor.g + oColor.b)/3.0;
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oColor.r = mix(oColor.r , 1.0 - oColor.r, mask1 * oColorPercent);
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oColor.g = mix(oColor.g , 1.0 - oColor.g, mask1 * oColorPercent);
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oColor.b = mix(oColor.b , 1.0 - oColor.b, mask1 * oColorPercent);
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// --or
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oColor.r = mix(oColor.r , 0.0, mask1 * oColorPercent);
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oColor.g = mix(oColor.g , 0.0, mask1 * oColorPercent);
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oColor.b = mix(oColor.b , 0.0, mask1 * oColorPercent);
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*/
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oColor += mask1 * vec4(color.rgb,1.0);
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oColor.a *= oColorAlpha;
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//i want to fade out the last ~10% of the animation
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float lastfade = remap(progress,0.0,uFadeOut,0.0,1.0);
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lastfade = clamp(lastfade,0.0,1.0);
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lastfade = easeInSine(lastfade);
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//apply the lastfade
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oColor.a *= lastfade;
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setOutputColor(oColor);
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} |