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Burn-My-Windows/resources/shaders/team-rocket.frag
T
Simon Schneegans 6ba109c7e4 📝 Fix some comments
2025-02-12 16:17:57 +01:00

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6.0 KiB
GLSL

//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
// SPDX-License-Identifier: GPL-3.0-or-later
// The content from common.glsl is automatically prepended to each shader effect. This
// provides the standard input:
// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
// float uProgress: A value which transitions from 0 to 1 during the animation.
// float uDuration: The duration of the current animation in seconds.
// vec2 uSize: The size of uTexture in pixels.
// float uPadding: The empty area around the actual window (e.g. where the shadow
// is drawn). For now, this will only be set on GNOME.
// Furthermore, there are two global methods for reading the window input color and
// setting the shader output color. Both methods assume straight alpha:
// vec4 getInputColor(vec2 coords)
// void setOutputColor(vec4 outColor)
// window time ... how we split the time between the window and the sparkle/star
uniform float uWT;
uniform float uXpos; // the Xposition of the star
uniform float uYpos; // the Yposition of the star
uniform float uSparkleRot; // the rotation of the star
uniform float uSparkleSize; // the size of the star
uniform bool uWinRot; // window rotation... but it's more of a warp
uniform vec2 uSeed; // and random numbers
// Used to scale the window.
vec2 scaleUV(vec2 uv, vec2 scale, vec2 centerOffset) {
// Put texture coordinate origin to center of window.
uv -= centerOffset;
uv = uv * 2.0 - 1.0;
// scale
uv /= mix(vec2(1.0, 1.0), vec2(0.0, 0.0), scale);
// scale from center
uv = uv * 0.5 + 0.5;
return uv;
}
// This returns the Spark.
float getSpark(vec2 uv, vec2 center, float brightness, float size, float rotation) {
brightness = clamp(brightness, 0.001, 1.0);
size = clamp(size, 0.001, 1.0);
float bn = mix(0.0, 0.07, brightness); // recalculate size
uv = (uv + vec2(0.5)); // set center
uv = (uv - center); // Center UV coordinates, then scale to fit the star size
uv = scaleUV(uv, vec2(1.0 - size), vec2(0.0));
uv = rotate(uv, rotation, vec2(0.5)); // rotate the UV
// this is basically the brightness
float p = mix(-1.0, 1000.0, easeInExpo(bn));
float m =
mix(0.0, 1.0,
clamp(pow(abs(uv.x - 0.5) * 2.0, p) + pow(abs(uv.y - 0.5) * 2.0, p), 0.0, 1.0));
// calcuate and return this mask
float mask = easeInSine(1.0 - (m - bn)) - 0.004;
mask = clamp(mask, 0.0, 1.0);
return mask;
}
// fades out at 0 and 1 ...based on the power
// 1| __________
// | / \
// | / \
// | / \
// | / \
// 0| 0.................1
/*
graph above ... where t is close to 0, or 1 the result will fade to zero
i.e. this is just the function of power(x,p) shifted
where x is time, and p is 2.0,4.0,8.0,10.0 ... or any positive even number
*/
float fadeInOut(float t, float power) {
float s = -1.0 * pow((t - 0.5) / (0.5), power) + 1.0;
s = clamp(s, 0.0, 1.0);
return s;
}
// 2x pi ... don't think too much about it
float TAU = 6.28;
void main() {
// Calculate the progression value based on the animation direction.
// If opening, use uProgress as-is; if closing, invert the progression.
float progress = uForOpening ? 1.0 - uProgress : uProgress;
// Scale progress ... the first half of the animation.
float scalep = remap(progress, 0.0, uWT + 0.1, 0.0, 1.0);
scalep = easeOutQuad(scalep);
// Sparkle progress ... the second half of the animation.
float sparkp = remap(progress, uWT - 0.1, 1.0, 0.0, 1.0);
sparkp = easeInOutSine(sparkp);
// This is the offset of the window... don't let them go too far each way.
vec2 offset = vec2(uXpos, uYpos * -1.0) * 0.20;
vec2 scaleOffset = mix(vec2(0.0), vec2(uXpos, uYpos * -1.0) * 0.50, scalep);
// the UV for this function
float aspect = uSize.x / uSize.y;
vec2 uv = iTexCoord.st * vec2(aspect, 1.0);
// get and adjust
vec2 uv2 = iTexCoord.st;
uv2 = uv2 * 2.0 - 1.0;
uv2 -= (scaleOffset / vec2(aspect, 1.0)) * scalep;
uv2 /= 1.0 - scalep;
// Rotation and if we are gonna rotate or not.
vec3 rot = vec3(0.0);
if (uWinRot) {
rot = hash32(uSeed);
rot *= 2.0;
rot -= 1.0;
rot *= 0.1;
}
// Rotate around x, y , and z.
uv2.x /= mix(1.0, rot.x * TAU * uv2.y, scalep);
uv2.y /= mix(1.0, rot.y * TAU * uv2.x, scalep);
uv2 = rotate(uv2, rot.z * TAU * scalep);
// re-center
uv2 = uv2 * 0.5 + 0.5;
// Get the sparkle.
float size = mix(25.0, 50.0, uSparkleSize);
float sparkle =
getSpark(uv, offset + vec2(0.5 * aspect, 0.5), fadeInOut(sparkp, 2) * uSparkleSize,
fadeInOut(sparkp, 2) * size, sparkp * TAU * float(uSparkleRot));
// Fade out at the edges.
sparkle *= fadeInOut(iTexCoord.t, 8);
sparkle *= fadeInOut(iTexCoord.s, 8);
// Combine the final color.
vec4 oColor = getInputColor(uv2);
oColor = alphaOver(oColor, vec4(1.0, 1.0, 1.0, sparkle));
setOutputColor(oColor);
}