Files
Burn-My-Windows/resources/shaders/rgbwarp.frag
T
2025-02-20 21:28:54 +01:00

75 lines
3.4 KiB
GLSL

//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// 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)
uniform float uBrightness;
uniform float uSpeedR;
uniform float uSpeedG;
uniform float uSpeedB;
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;
}
void main() {
// Calculate the progression value based on the animation direction.
float progress = uForOpening ? 1.0 - uProgress : uProgress;
// Percentage of the progress time which is spent until all pixels start moving up.
float minSpeed = min(uSpeedR, min(uSpeedG, uSpeedB));
float waveTime = mix(0.1, 0.9, minSpeed);
float waveProgress = progress / waveTime;
// Gradient from top to bottom (0 at top, 1 at bottom).
float t = iTexCoord.t;
// Calculate the vertical wave offset.
float offset = max(waveProgress - t, 0.0);
offset /= (1.0 / waveTime) - 1.0;
offset *= (1.0 - waveTime);
vec4 colorR = getInputColor(iTexCoord + vec2(0.0, offset * (uSpeedR - minSpeed + 1.0)));
vec4 colorG = getInputColor(iTexCoord + vec2(0.0, offset * (uSpeedG - minSpeed + 1.0)));
vec4 colorB = getInputColor(iTexCoord + vec2(0.0, offset * (uSpeedB - minSpeed + 1.0)));
vec4 oColor =
vec4(colorR.r, colorG.g, colorB.b, (colorR.a + colorG.a + colorB.a) / 3.0);
oColor.rgb *= mix(1.0, uBrightness, FadeInOut(progress, 4));
oColor.a *= getAbsoluteEdgeMask(30.0, 1.0);
setOutputColor(oColor);
}