75 lines
3.4 KiB
GLSL
75 lines
3.4 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: Justin Garza JGarza9788@gmail.com
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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. This
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// provides the standard input:
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// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
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// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
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// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
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// float uProgress: A value which transitions from 0 to 1 during the animation.
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// float uDuration: The duration of the current animation in seconds.
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// vec2 uSize: The size of uTexture in pixels.
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// float uPadding: The empty area around the actual window (e.g. where the shadow
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// is drawn). For now, this will only be set on GNOME.
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// Furthermore, there are two global methods for reading the window input color and
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// setting the shader output color. Both methods assume straight alpha:
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// vec4 getInputColor(vec2 coords)
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// void setOutputColor(vec4 outColor)
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uniform float uBrightness;
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uniform float uSpeedR;
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uniform float uSpeedG;
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uniform float uSpeedB;
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float FadeInOut(float t, float power) {
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float s = -1.0 * pow((t - 0.5) / (0.5), power) + 1.0;
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s = clamp(s, 0.0, 1.0);
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return s;
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}
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void main() {
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// Calculate the progression value based on the animation direction.
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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// Percentage of the progress time which is spent until all pixels start moving up.
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float minSpeed = min(uSpeedR, min(uSpeedG, uSpeedB));
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float waveTime = mix(0.1, 0.9, minSpeed);
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float waveProgress = progress / waveTime;
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// Gradient from top to bottom (0 at top, 1 at bottom).
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float t = iTexCoord.t;
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// Calculate the vertical wave offset.
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float offset = max(waveProgress - t, 0.0);
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offset /= (1.0 / waveTime) - 1.0;
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offset *= (1.0 - waveTime);
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vec4 colorR = getInputColor(iTexCoord + vec2(0.0, offset * (uSpeedR - minSpeed + 1.0)));
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vec4 colorG = getInputColor(iTexCoord + vec2(0.0, offset * (uSpeedG - minSpeed + 1.0)));
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vec4 colorB = getInputColor(iTexCoord + vec2(0.0, offset * (uSpeedB - minSpeed + 1.0)));
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vec4 oColor =
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vec4(colorR.r, colorG.g, colorB.b, (colorR.a + colorG.a + colorB.a) / 3.0);
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oColor.rgb *= mix(1.0, uBrightness, FadeInOut(progress, 4));
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oColor.a *= getAbsoluteEdgeMask(30.0, 1.0);
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setOutputColor(oColor);
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}
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