Files
Burn-My-Windows/resources/shaders/pixel-wheel.frag
T
Simon Schneegans e78959695f 🎉 Add pixel wheel effect
2022-09-02 05:39:16 +02:00

45 lines
2.0 KiB
GLSL

//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
// The content from common.glsl is automatically prepended to each shader effect.
uniform float uPixelSize;
uniform float uSpokeCount;
void main() {
// We simply inverse the progress for opening windows.
float progress = smoothstep(0.0, 1.0, uForOpening ? 1.0 - uProgress : uProgress);
// The current level of pixelation increases with the progress.
float pixelSize = ceil(uPixelSize * progress + 1.0);
vec2 pixelGrid = vec2(pixelSize) / uSize;
vec2 texcoord = iTexCoord.st - mod(iTexCoord.st, pixelGrid) + pixelGrid * 0.5;
vec4 oColor = getInputColor(texcoord);
// Now hide the spoke sections.
vec2 down = vec2(0.0, 1.0);
vec2 fragDir = normalize(texcoord - 0.5);
// Compute angle to down direction.
float angle = 0.5 * acos(dot(down, fragDir)) / 3.14159265359;
if (fragDir.x < 0.0) {
angle = 1.0 - angle;
}
// Progressively hide the spokes.
if (mod(angle * uSpokeCount, 1.0) < progress) {
oColor.a = 0.0;
}
setOutputColor(oColor);
}