51 lines
2.1 KiB
GLSL
51 lines
2.1 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 uSeed;
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uniform float uShake;
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uniform float uTwirl;
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uniform float uSuction;
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uniform float uRandomness;
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const float ACTOR_SCALE = 2.0;
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const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
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void main() {
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// We simply inverse the progress for opening windows.
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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// Choose a random suction center.
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vec2 center = uSeed * uRandomness + 0.5 * (1.0 - uRandomness);
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vec2 coords = iTexCoord.st * ACTOR_SCALE - PADDING - center;
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// Add some shaking.
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coords.x +=
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progress * 0.05 * uShake * sin((progress + uSeed.x) * (1.0 + uSeed.x) * uShake);
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coords.y +=
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progress * 0.05 * uShake * cos((progress + uSeed.y) * (1.0 + uSeed.y) * uShake);
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// "Suck" the texture into the center.
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float dist = length(coords) / sqrt(2.0);
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coords += progress * coords / dist * 0.5 * uSuction;
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// Apply some whirling.
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coords = whirl(coords, uTwirl * progress, 0.0);
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// Fade out the window texture.
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vec4 oColor = getInputColor(coords + center);
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oColor.a *= 1.0 - progress;
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setOutputColor(oColor);
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} |