62 lines
2.7 KiB
GLSL
62 lines
2.7 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 vec3 uColor;
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uniform float uScale;
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uniform float uStrength;
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uniform float uSpeed;
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// Somewhat inspired by https://www.shadertoy.com/view/XtK3W3
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void main() {
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float progress = (uForOpening ? 1.0 - uProgress : uProgress);
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float time = 7.5 * progress * uDuration * uSpeed;
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float strength = uStrength * progress;
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float displace = 750.0 * strength / uSize.x;
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float yPos = uScale * uSize.y * iTexCoord.y;
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// Create large, incidental noise waves.
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float noise = clamp(simplex2D(vec2(time, yPos * 0.002)) - 0.3, 0.0, 1.0);
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// Offset by smaller, constant noise waves.
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noise = noise + (simplex2D(vec2(time * 10.0, yPos * 0.05)) - 0.5) * 0.15;
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// Apply the noise as x displacement for every line.
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float xPos = clamp(iTexCoord.x - displace * noise * noise, 0.0, 1.0);
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vec4 oColor = getInputColor(vec2(xPos, iTexCoord.y));
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// Mix in some random interference lines.
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vec3 interference = uColor * hash12(vec2(yPos * time));
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float interferenceStrength = noise * min(strength, 1.0);
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oColor.rgb = mix(oColor.rgb, interference, interferenceStrength);
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// Apply a line pattern every 4 pixels.
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if (floor(mod(yPos * 0.25, 2.0)) == 0.0) {
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oColor.rgb = mix(uColor, oColor.rgb, 1.0 - (0.15 * noise));
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}
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// Shift green/blue channels.
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oColor.g = mix(oColor.g,
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getInputColor(vec2(xPos + noise * 0.1 * displace, iTexCoord.y)).g, 0.25);
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oColor.b = mix(oColor.b,
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getInputColor(vec2(xPos - noise * 0.1 * displace, iTexCoord.y)).b, 0.25);
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// Dissolve the window.
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if (progress > mix(1.0 - noise, max(max(oColor.r, oColor.g), oColor.b), 0.5)) {
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oColor.a = 0.0;
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}
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setOutputColor(oColor);
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} |