66 lines
2.9 KiB
GLSL
66 lines
2.9 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 float uActorScale;
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uniform float uHorizontalScale;
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uniform float uVerticalScale;
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uniform float uPixelSize;
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// This method returns a mask which smoothly transitions towards zero when approaching
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// the window's top or bottom border.
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float getEdgeMask(vec2 uv, float fadeWidth) {
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float mask = 1.0;
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mask *= smoothstep(0.0, 1.0, clamp(uv.y / fadeWidth, 0.0, 1.0));
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mask *= smoothstep(0.0, 1.0, clamp((1.0 - uv.y) / fadeWidth, 0.0, 1.0));
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return mask;
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}
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void main() {
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// We simply inverse the pixelation progress for opening windows.
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float pixelateProgress = uForOpening ? 0.9 - uProgress : uProgress;
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float pixelSize = max(1.0, ceil(uPixelSize * pixelateProgress + 1.0));
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vec2 pixelGrid = vec2(pixelSize) / uSize;
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// Snap texcoords to pixel grid.
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vec2 texcoord = iTexCoord.st;
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texcoord.y = texcoord.y * uActorScale + 0.5 - uActorScale * 0.5;
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texcoord -= mod(iTexCoord.st, pixelGrid);
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texcoord += pixelGrid * 0.5;
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// The pixel columns move vertically. The offset is generated with a random noise
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// function.
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float hScale = uHorizontalScale * uSize.x * 0.001;
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float noise = simplex2DFractal(texcoord.xx * hScale) * 2.0 - 0.5;
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// Shift the pixel columns vertically over time.
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float vScale = uVerticalScale * uSize.y * 0.00002 * uActorScale;
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float shiftProgress = uForOpening ? mix(-vScale - 1.0, 0.0, uProgress)
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: mix(-vScale, 1.0 + vScale, uProgress);
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float shift = noise * vScale + shiftProgress;
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if (uForOpening) {
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texcoord.y -= 0.5 * uActorScale * min(shift, 0.0);
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} else {
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texcoord.y -= 0.5 * uActorScale * max(shift, 0.0);
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}
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vec4 oColor = getInputColor(texcoord);
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// Fade window texture at the top and bottom.
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oColor.a *= getEdgeMask(iTexCoord.st, 0.1);
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setOutputColor(oColor);
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} |