110 lines
4.6 KiB
GLSL
110 lines
4.6 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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// Copyright (c) 2021 Simon Schneegans //
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// Released under the GPLv3 or later. See LICENSE file for details. //
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//////////////////////////////////////////////////////////////////////////////////////////
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// The content from common.glsl is automatically prepended to each shader effect.
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uniform sampler2D uFontTexture;
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uniform vec3 uTrailColor;
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uniform vec3 uTipColor;
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uniform float uLetterSize;
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uniform float uRandomness;
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uniform float uOverShoot;
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// These may be configurable in the future.
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const float EDGE_FADE = 30;
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const float FADE_WIDTH = 150;
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const float TRAIL_LENGTH = 0.2;
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const float FINAL_FADE_START_TIME = 0.8;
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const float LETTER_TILES = 16.0;
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const float LETTER_FLICKER_SPEED = 2.0;
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// This returns a flickering grid of random letters.
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float getText(vec2 fragCoord) {
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vec2 pixelCoords = fragCoord * uSize;
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vec2 uv = mod(pixelCoords.xy, uLetterSize) / uLetterSize;
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vec2 block = pixelCoords / uLetterSize - uv;
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// Choose random letter.
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uv += floor(hash22(floor(hash22(block) * vec2(12.9898, 78.233) +
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LETTER_FLICKER_SPEED * uTime + 42.254)) *
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LETTER_TILES);
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return texture2D(uFontTexture, uv / LETTER_TILES).r;
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}
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// This returns two values: The first are gradients for the "raindrops" which move
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// from top to bottom. This is used for fading the letters. The second value is set
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// to one below each drop and to zero above it. This second value is used for fading
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// the window texture.
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vec2 getRain(vec2 fragCoord) {
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float column = cogl_tex_coord_in[0].x * uSize.x;
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column -= mod(column, uLetterSize);
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float delay = fract(sin(column) * 78.233) * mix(0.0, 1.0, uRandomness);
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float speed = fract(cos(column) * 12.989) * mix(0.0, 0.3, uRandomness) + 1.5;
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float distToDrop = (uProgress * 2 - delay) * speed - cogl_tex_coord_in[0].y;
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float rainAlpha = distToDrop >= 0 ? exp(-distToDrop / TRAIL_LENGTH) : 0;
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float windowAlpha = 1 - clamp(uSize.y * distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
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// Fade at window borders.
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rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE, 0.5);
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// Add some variation to the drop start and end position.
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float shorten =
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fract(sin(column + 42.0) * 33.423) * mix(0.0, uOverShoot * 0.25, uRandomness);
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rainAlpha *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].y / shorten, 0, 1));
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rainAlpha *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].y) / shorten, 0, 1));
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if (uForOpening) {
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windowAlpha = 1.0 - windowAlpha;
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}
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return vec2(rainAlpha, windowAlpha);
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}
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void main() {
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vec2 coords = cogl_tex_coord_in[0].st;
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coords.y = coords.y * (uOverShoot + 1.0) - uOverShoot * 0.5;
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// Get a cool matrix effect. See comments for those methods above.
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vec2 rainMask = getRain(coords);
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float textMask = getText(coords);
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// Get the window texture.
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cogl_color_out = texture2D(uTexture, coords);
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// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
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if (cogl_color_out.a > 0) {
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cogl_color_out.rgb /= cogl_color_out.a;
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}
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// Fade the window according to the effect mask.
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cogl_color_out.a *= rainMask.y;
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// This is used to fade out the remaining trails in the end.
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float finalFade =
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1 - clamp((uProgress - FINAL_FADE_START_TIME) / (1 - FINAL_FADE_START_TIME), 0, 1);
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float rainAlpha = finalFade * rainMask.x;
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// Add the matrix effect to the window.
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vec4 text = vec4(mix(uTrailColor, uTipColor, min(1, pow(rainAlpha + 0.1, 4))),
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rainAlpha * textMask);
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cogl_color_out = alphaOver(cogl_color_out, text);
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(textMask), 1);
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// cogl_color_out = vec4(vec3(rainMask.x), 1);
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// cogl_color_out = vec4(vec3(rainMask.y), 1);
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} |