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Burn-My-Windows/resources/shaders/wisps.frag
T
Simon Schneegans 74bd7cdef8 🔧 Use generic i/o names
2022-05-28 05:56:04 +02:00

113 lines
4.7 KiB
GLSL

//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
// The content from common.glsl is automatically prepended to each shader effect.
uniform vec2 uSeed;
uniform vec3 uColor;
uniform float uScale;
const float WISPS_RADIUS = 20.0;
const float WISPS_SPEED = 10.0;
const float WISPS_SPACING = 40 + WISPS_RADIUS;
const int WISPS_LAYERS = 8;
const float WISPS_IN_TIME = 0.5;
const float WINDOW_OUT_TIME = 1.0;
const float SCALING = 0.9;
// Returns a grid of randomly moving points. Each grid cell contains one point which
// moves on an ellipse.
float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
vec2 coords = (texCoords + hash22(seed)) * uSize;
// Apply global scale.
coords /= gridSize;
// Get grid cell coordinates in [0..1].
vec2 cellUV = mod(coords, vec2(1));
// This is unique for each cell.
vec2 cellID = coords - cellUV + vec2(362.456);
// Add random rotation, scale and offset to each grid cell.
float speed = mix(10.0, 15.0, hash12(cellID * seed * 134.451)) / gridSize * WISPS_SPEED;
float rotation = mix(0.0, 6.283, hash12(cellID * seed * 54.4129));
float radius = mix(0.5, 1.0, hash12(cellID * seed * 19.1249)) * WISPS_RADIUS;
float roundness = mix(-1.0, 1.0, hash12(cellID * seed * 7.51949));
vec2 offset = vec2(sin(speed * (uTime + 1)) * roundness, cos(speed * (uTime + 1)));
offset *= 0.5 - 0.5 * radius / gridSize;
offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
offset.x * sin(rotation) + offset.y * cos(rotation));
cellUV += offset;
// Use distance to center of shifted / rotated UV coordinates to draw a glaring point.
float dist = length(cellUV - 0.5) * gridSize / radius;
if (dist < 1.0) {
return min(5, 0.01 / pow(dist, 2.0));
}
return 0.0;
}
void main() {
float progress = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress);
// Scale down the window slightly.
float scale = 1.0 / mix(1.0, SCALING, progress) - 1.0;
vec2 coords = iTexCoord.st * (scale + 1.0) - scale * 0.5;
// Get the color of the window.
oColor = texture2D(uTexture, coords);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (oColor.a > 0) {
oColor.rgb /= oColor.a;
}
// Compute several layers of moving wisps.
vec2 uv = (iTexCoord.st - 0.5) / mix(1.0, 0.5, progress) + 0.5;
uv /= uScale;
float wisps = 0;
for (int i = 0; i < WISPS_LAYERS; ++i) {
wisps += getWisps(uv * 0.3, WISPS_SPACING, uSeed * (i + 1));
}
// Compute shrinking edge mask.
float mask = getRelativeEdgeMask(mix(0.01, 0.5, progress));
// Compute three different progress values.
float wispsIn = smoothstep(0, 1, clamp(progress / WISPS_IN_TIME, 0, 1));
float wispsOut =
smoothstep(0, 1, clamp((progress - WISPS_IN_TIME) / (1.0 - WISPS_IN_TIME), 0, 1));
float windowOut = smoothstep(0, 1, clamp(progress / WINDOW_OUT_TIME, 0, 1));
// Use a noise function to dissolve the window.
float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * uSize / 250) - 1.0));
float windowMask = 1.0 - (windowOut < 0.5 ? mix(0.0, noise, windowOut * 2.0)
: mix(noise, 1.0, windowOut * 2.0 - 1.0));
oColor.a *= windowMask * mask;
// Add the wisps.
vec4 wispColor = wisps * vec4(uColor, min(wispsIn, 1.0 - wispsOut) * mask);
oColor = alphaOver(oColor, wispColor);
// These are pretty useful for understanding how this works.
// oColor = vec4(vec3(windowMask), 1.0);
// oColor = vec4(vec3(wisps), 1.0);
// oColor = vec4(vec3(noise), 1.0);
// oColor = vec4(vec3(mask*min(wispsIn, 1.0 - wispsOut)), 1.0);
}