121 lines
5.1 KiB
GLSL
121 lines
5.1 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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// See assets/README.md for how this texture was created.
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uniform sampler2D uClawTexture;
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uniform vec4 uFlashColor;
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uniform vec2 uSeed;
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uniform float uClawSize;
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uniform float uNumClaws;
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uniform float uWarpIntensity;
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const float FLASH_INTENSITY = 0.1;
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const float MAX_SPAWN_TIME =
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0.6; // Scratches will only start in the first half of the animation.
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const float FF_TIME = 0.6; // Relative time for the final fade to transparency.
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// This method generates a grid of randomly rotated, slightly shifted and scaled
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// UV squares. It returns the texture coords of the UV square at the given actor
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// coordinates. If these do not fall into one of the UV grids, the coordinates of
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// the closest UV grid will be clamped and returned.
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vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) {
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// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
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vec2 coords = texCoords + hash22(seed);
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coords *= uSize.x < uSize.y ? vec2(1.0, 1.0 * uSize.y / uSize.x)
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: vec2(1.0 * uSize.x / uSize.y, 1.0);
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// Apply global scale.
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coords *= gridScale;
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// Get grid cell coordinates in [0..1].
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vec2 cellUV = mod(coords, vec2(1.0));
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// This is unique for each cell.
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vec2 cellID = coords - cellUV + vec2(362.456);
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// Add random rotation, scale and offset to each grid cell.
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float scale = mix(0.8, 1.0, hash12(cellID * seed * 134.451));
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float offsetX = mix(0.0, 1.0 - scale, hash12(cellID * seed * 54.4129));
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float offsetY = mix(0.0, 1.0 - scale, hash12(cellID * seed * 25.3089));
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float rotation = mix(0.0, 2.0 * 3.141, hash12(cellID * seed * 2.99837));
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cellUV -= vec2(offsetX, offsetY);
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cellUV /= scale;
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cellUV -= 0.5;
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cellUV = vec2(cellUV.x * cos(rotation) - cellUV.y * sin(rotation),
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cellUV.x * sin(rotation) + cellUV.y * cos(rotation));
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cellUV += 0.5;
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// Clamp resulting coordinates.
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return clamp(cellUV, vec2(0.0), vec2(1.0));
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}
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void main() {
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float progress = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress);
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// Warp the texture coordinates to create a blow-up effect.
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vec2 coords = iTexCoord.st * 2.0 - 1.0;
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float dist = length(coords);
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coords = (coords / dist * pow(dist, 1.0 + uWarpIntensity)) * 0.5 + 0.5;
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coords = mix(iTexCoord.st, coords, progress);
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// Scale down the window according to the warp.
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float scale = 0.5 * uWarpIntensity * (1.0 - progress);
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coords = coords * (scale + 1.0) - scale * 0.5;
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// Accumulate several random scratches. The color in the scratch map refers to the
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// relative time when the respective part will become invisible. Therefore we can
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// add a value to make the scratch appear later.
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float scratchMap = 1.0;
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for (int i = 0; i < uNumClaws; ++i) {
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vec2 uv = getClawUV(coords, 1.0 / uClawSize, uSeed * (i + 1));
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float delay = i / uNumClaws * MAX_SPAWN_TIME;
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scratchMap = min(scratchMap, clamp(texture2D(uClawTexture, uv).r + delay, 0.0, 1.0));
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}
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// Get the window texture. We shift the texture lookup by the local derivative of
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// the claw texture in order to mimic some folding distortion.
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vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * progress * 0.5;
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vec4 oColor = getInputColor(coords + offset);
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// Add colorful flashes.
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float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - progress) + 1.0;
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if (flashIntensity < 0.0 || flashIntensity >= 1.0) {
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flashIntensity = 0.0;
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}
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// Hide flashes where there is now window.
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vec4 flash = uFlashColor;
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flash.a *= flashIntensity * oColor.a * (1.0 - progress);
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// Hide scratched out parts.
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oColor.a *= (scratchMap > progress ? 1.0 : 0.0);
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// Add flash color.
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oColor = alphaOver(oColor, flash);
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// Fade out the remaining shards.
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float fadeProgress = smoothstep(0.0, 1.0, (progress - 1.0 + FF_TIME) / FF_TIME);
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oColor.a *= sqrt(1.0 - fadeProgress * fadeProgress);
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// These are pretty useful for understanding how this works.
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// oColor = vec4(vec3(flashIntensity), 1);
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// oColor = vec4(vec3(scratchMap), 1);
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setOutputColor(oColor);
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} |