Files
Burn-My-Windows/resources/shaders/unicorn-fart.frag
T
Justin Garza fc6aa44204 20250105
2025-01-05 14:28:56 -05:00

569 lines
15 KiB
GLSL

//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
// 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)
// The width of the fading effect is loaded from the settings.
uniform bool uParticles;
uniform float uParticleSize;
uniform float uParticleSpeed;
uniform float uParticleColorRandom;
uniform float uParticleColorSpeed;
uniform float uSparkCount;
uniform vec2 uSparkStartEnd;
uniform float uSparkOffset;
uniform float uStarCount;
uniform float uStarRot;
uniform float uStarSize;
uniform vec2 uStarStartEnd;
uniform float uBlurQuality;
uniform float uSeed;
//particle colors
uniform vec4 uParticleColor0;
uniform vec4 uParticleColor1;
uniform vec4 uParticleColor2;
uniform vec4 uParticleColor3;
uniform vec4 uParticleColor4;
uniform vec4 uParticleColor5;
//star colors
uniform vec4 uStarColor0;
uniform vec4 uStarColor1;
uniform vec4 uStarColor2;
uniform vec4 uStarColor3;
uniform vec4 uStarColor4;
uniform vec4 uStarColor5;
/*
bool uParticles = True;
float uParticleSize = 100.0;
float uParticleSpeed = 10.0;
float uParticleColorRandom = 1.0;
float uParticleColorSpeed = 1.0;
float uSparkCount = 50.0;
vec2 uSparkStartEnd = vec2(0.1,0.75);
float uSparkOffset = 0.25;
float uStarCount = 5.0;
float uStarRot = 1.0;
float uStarSize = 0.1;
vec2 uStarStartEnd = vec2(0.0,0.66);
float uBlurQuality = 5.0;
vec4 uSeed = vec4(1.0,0.1,0.5,1.0);
//bold colors
vec4 uParticleColor0 = vec4(1.0, 0.0, 0.0, 0.0);
vec4 uParticleColor1 = vec4(1.0, 1.0, 0.0, 0.0);
vec4 uParticleColor2 = vec4(0.0, 1.0, 0.0, 0.0);
vec4 uParticleColor3 = vec4(0.0, 0.0, 1.0, 0.0);
vec4 uParticleColor4 = vec4(1.0, 0.0, 1.0, 0.0);
vec4 uParticleColor5 = vec4(0.0, 1.0, 1.0, 0.0);
vec4 uStarColor0 = vec4(1.0, 0.0, 0.0, 0.0);
vec4 uStarColor1 = vec4(1.0, 1.0, 0.0, 0.0);
vec4 uStarColor2 = vec4(0.0, 1.0, 0.0, 0.0);
vec4 uStarColor3 = vec4(0.0, 0.0, 1.0, 0.0);
vec4 uStarColor4 = vec4(1.0, 0.0, 1.0, 0.0);
vec4 uStarColor5 = vec4(1.0, 0.0, 0.0, 0.0);
*/
// Define a constant for 2 * PI (tau), which represents a full circle in radians.
const float PI = 3.14159265359;
const float tau = 6.28318530718;
//helps to find the angle
vec3 getPosByAngle(float angle)
{
return vec3(cos(angle), sin(angle), 0);
}
//this returns the Spark
float getSpark(vec2 uv,vec2 center, float brightness, float size, float rotation)
{
//the size
size = clamp(size,0.001,1.0);
uv = (uv + vec2(0.5)) ; //set center
uv = (uv - center) ;//Center UV coordinates, then scale to fit the star size
//scale
uv = uv * 2.0 -1.0;
uv /= mix(vec2(1.0,1.0), vec2(0.0,0.0), vec2(1.0 - size));
uv = uv * 0.5 + 0.5;
uv = rotate(uv, rotation, vec2(0.5));
//the brightness of the spark
brightness = clamp(brightness,0.001,1.0);
float bn = mix(0.0,0.07,brightness); //recalculate size
//this is basically the brightness
float p = mix(-1.0,1000.0,easeInExpo(bn));
float m = mix(
0.0,
1.0,
clamp(
pow(abs(uv.x-0.5)*2.0,p) + pow(abs(uv.y-0.5)*2.0,p),0.0,1.0
)
);
//calcuate and return this mask
float mask = easeInSine(1.0 - (m - bn)) - 0.004 ;
mask = clamp(mask,0.0,1.0);
return mask;
}
//this was lifted from aura-glow
float getMask(float t)
{
// Calculate the aspect ratio of the render area
float aspect = uSize.x / uSize.y;
//standard uv
vec2 uv = iTexCoord.st;
// tuv is for when progress is near 0
vec2 tuv = uv;
tuv -= 0.5; // Shift UV coordinates to center (from [-0.5 to 0.5])
tuv.x *= aspect; // Scale x-coordinate to match aspect ratio
tuv += 0.5; // Shift UV coordinates back (from [0 to 1])
//mixing the UVs
uv = mix(tuv,uv,t);
// this controls the shape
// -1.0 would be a diamond-ish
// 0.0 would be a rounded diamond
// 1.0 would be a circle
// 2.0 will be sqircle
// 1000.0 will be very square
float p = mix(1.0,1000.0,
easeInExpo(t)
);
//this will be used later to make a mask
float m = mix(
0.0,
1.0,
clamp(
pow(abs(uv.x-0.5)*2.0,p) + pow(abs(uv.y-0.5)*2.0,p),0.0,1.0
)
);
//this is the mask
//float mask = (m > t) ? 0.0 : 1.0 ;
float mask = (m > t) ? (1.0 - (m - t)) : 1.0 ;
mask = clamp(mask,0.0,1.0);
return mask;
}
// A simple blur function
vec4 blur(vec2 uv, float radius, float samples) {
// Initialize the color accumulator to zero.
vec4 color = vec4(0.0);
// Number of directions for sampling around the circle.
const float directions = 15.0;
// Outer loop iterates over multiple directions evenly spaced around a circle.
for (float d = 0.0; d < tau; d += tau / directions) {
// Inner loop samples along each direction, with decreasing intensity.
for (float s = 0.0; s < 1.0; s += 1.0 / samples) {
// Calculate the offset for this sample based on direction, radius, and step.
// The (1.0 - s) term ensures more sampling occurs closer to the center.
vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize;
// Add the sampled color at the offset position to the accumulator.
color += getInputColor(uv + offset);
}
}
// Normalize the accumulated color by dividing by the total number of samples
// and directions to ensure the result is averaged.
return color / samples / directions;
}
//fades out at 0 and 1 ...based on the power
// 1| __________
// | / \
// | / \
// | / \
// |/ \
// 0|0.................1
/*
graph above ... where t is close to 0, or 1 the result will fade to zero
i.e. this is just the function of power(x,p) shifted
where x is time, and p is 2.0,4.0,8.0,10.0 ... or any positive even number
*/
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;
}
float getSparks(float t)
{
//the UV for this function
float aspect = uSize.x / uSize.y;
vec2 uv = iTexCoord.st * vec2(aspect,1.0);
float result = 0.0;
for (float i = 0.0; i < uSparkCount ; ++i)
{
vec4 v4 = hash41( i * uSeed.x);
// float speed = (1.0 - t) ;//* v4.y;
//the X and Y position ... at the end
vec3 pos = getPosByAngle( (i/uSparkCount) * tau + (v4.x * 0.3) );
//the distance the spark will travel
float d = mix(0.33,0.34,v4.z) ;
d = mix(
uSparkStartEnd.x + (v4.z * uSparkOffset),
uSparkStartEnd.y - (v4.y * uSparkOffset),
(1.0 - t)
);
float s = getSpark(
uv,
vec2(0.5 * aspect,0.5) + ( pos.xy * d ), //position (x, y)
FadeInOut(t,8.0) * 0.9 ,//Brightness
FadeInOut(t,8.0) * (v4.w * 0.5) ,//Size
0.0 //rotation
);
result += s;
}
// result = pow(result,1.0);
result *= FadeInOut(iTexCoord.s,8.0);
result *= FadeInOut(iTexCoord.t,8.0);
return clamp(result,0.0,1.0);
}
//returns the particle's color
vec4 getParticleColors(float v, float alpha) {
// Clamp v to ensure it's in [0.0, 1.0]
v = clamp(v, 0.0, 1.0);
// Define steps for color interpolation
float steps[6];
steps[0] = 0.0;
steps[1] = 0.1666;
steps[2] = 0.3332;
steps[3] = 0.4998;
steps[4] = 0.6664;
steps[5] = 0.8330;
// Define color values
vec4 colors[6];
colors[0] = uParticleColor0 ;
colors[1] = uParticleColor1 ;
colors[2] = uParticleColor2 ;
colors[3] = uParticleColor3 ;
colors[4] = uParticleColor4 ;
colors[5] = uParticleColor5 ;
// Assign alpha values
for (int i = 0; i < 6; ++i) {
colors[i].a = alpha * colors[i].a;
}
// Handle edge cases
if (v <= steps[0]) {
return colors[0];
}
if (v >= steps[5]) {
return colors[5];
}
// Find the correct interpolation segment
for (int i = 0; i < 5; ++i) {
if (v <= steps[i + 1]) {
float t = (v - steps[i]) / (steps[i + 1] - steps[i]);
return mix(colors[i], colors[i + 1], t);
}
}
// Fallback (should never be reached)
return vec4(0.0, 0.0, 0.0, 1.0);
}
vec4 getStarColors(float v, float alpha) {
// Clamp v to ensure it's in [0.0, 1.0]
v = clamp(v, 0.0, 1.0);
// Define steps for color interpolation
float steps[6];
steps[0] = 0.0;
steps[1] = 0.1666;
steps[2] = 0.3332;
steps[3] = 0.4998;
steps[4] = 0.6664;
steps[5] = 0.8330;
// Define color values
vec4 colors[6];
colors[0] = uStarColor0 ;
colors[1] = uStarColor1 ;
colors[2] = uStarColor2 ;
colors[3] = uStarColor3 ;
colors[4] = uStarColor4 ;
colors[5] = uStarColor5 ;
// Assign alpha values
for (int i = 0; i < 6; ++i) {
colors[i].a = alpha * colors[i].a;
}
// Handle edge cases
if (v <= steps[0]) {
return colors[0];
}
if (v >= steps[5]) {
return colors[5];
}
// Find the correct interpolation segment
for (int i = 0; i < 5; ++i) {
if (v <= steps[i + 1]) {
float t = (v - steps[i]) / (steps[i + 1] - steps[i]);
return mix(colors[i], colors[i + 1], t);
}
}
// Fallback (should never be reached)
return vec4(0.0, 0.0, 0.0, 1.0);
}
//gets the mask of a Star
float getStar(vec2 uv, vec2 center, float npoints, float radiusRatio, float size, float rotation)
{
float radiusMax = 1.0;
float radiusMin = radiusMax * radiusRatio;
float starangle = 2.0 * PI / npoints; // Angle between points on the star
// Offset rotation to ensure one point is always up when rotation = 0
rotation += PI / 2.0 - starangle / 1.0;
// Define the positions for the outer and inner points of the star's initial angle, rotated by `rotation`
vec3 p0 = (radiusMax * size) * getPosByAngle(rotation); // Outer point, rotated by `rotation`
vec3 p1 = (radiusMin * size) * getPosByAngle(starangle + rotation); // Inner point, also rotated
// Calculate the position of the current fragment relative to the star's center
vec2 curPosuv = (uv - center); // Center UV coordinates, then scale to fit the star size
float curRadius = length(curPosuv); // Radius from center, no need to scale further
float curPosAngle = atan(curPosuv.y, curPosuv.x) - rotation; // Calculate angle and adjust by `rotation`
// Determine the fractional position within the current star segment
float a = fract(curPosAngle / starangle); // Fractional angle position within one segment
if (a >= 0.5)
a = 1.0 - a; // Ensure we are within the first half of the segment (symmetry)
// Calculate the current point on the star segment, applying rotation
a = a * starangle; // Actual angle for this position on the segment
vec3 curPos = curRadius * getPosByAngle(a + rotation); // Final position, rotated
// Calculate directions for edge detection using cross product
vec3 dir0 = p1 - p0; // Vector from outer to inner point
vec3 dir1 = curPos - p0; // Vector from outer point to current position
// Use cross product to determine if `curPos` is inside the star's edge
return step(0.0, cross(dir0, dir1).z); // Returns 1.0 if inside, 0.0 if outside (solid edge)
}
float XYtoAngle(vec2 XY)
{
return atan(XY.y, XY.x);
}
vec4 getStars(float t)
{
//the UV for this function
float aspect = uSize.x / uSize.y;
vec2 uv = iTexCoord.st * vec2(aspect,1.0);
float result = 0.0;
for (float i = 0.0; i < uStarCount ; ++i)
{
vec4 v4 = hash41( i * uSeed);
//the X and Y position ... at the end
vec3 pos = getPosByAngle( (i/uStarCount) * tau + (uStarRot * tau * t) );
//the distance the spark will travel
float d = mix(0.33,0.34,v4.z) ;
d = mix(
uStarStartEnd.x ,
uStarStartEnd.y ,
(1.0 - t)
);
float s = getStar(
uv,
vec2(0.5 * aspect,0.5) + ( pos.xy * d ), //position (x, y)
5.0, //npoints
0.5, //Ratio
FadeInOut(t,4.0) * uStarSize,//Size
PI //rotation
);
result += s;
}
result *= FadeInOut(iTexCoord.s,8.0);
result *= FadeInOut(iTexCoord.t,8.0);
result = clamp(result,0.0,1.0);
vec4 color = getStarColors(
(XYtoAngle(iTexCoord.st * 2.0 - 1.0) + PI) / tau
, 1.0);
return vec4(color.rgb,result);
}
//gets the particles
vec4 getParticles(float alpha)
{
vec2 uv = iTexCoord.st;
float particles = pow((simplex3D(vec3(uv * uParticleSize, uParticleSpeed * uProgress ))), 3.0);
float pc = simplex3D(vec3(uv * uParticleColorRandom, uParticleColorSpeed * uProgress ));
vec4 particleColor = getParticleColors(pc,1.0);
particles *= alpha;
return vec4(particleColor.rgb,particles);
}
void main() {
// Calculate the progression value based on the animation direction.
// If opening, use uProgress as-is; if closing, invert the progression.
float progress = uForOpening ? 1.0 - uProgress : uProgress ;
//zero to one... mostly one
float ztomo = remap(
progress,
0.0,0.1,
0.0,1.0
);
ztomo = easeInOutSine(ztomo);
//progress variants
// float oExpo = easeOutExpo(progress);
// float iExpo = easeInExpo(progress);
float ioSine = easeInOutSine(progress);
//get blured version of the window
vec4 oColor = blur(iTexCoord.st, ztomo * 100.0,uBlurQuality);
//apply mask
oColor.a *= getMask(1.0 - ioSine);
//get and apply particles
if (uParticles)
{
vec4 particles = getParticles(oColor.a);
oColor = mix(oColor,particles,ztomo);
}
//get and apply sparks
if (uSparkCount > 0)
{
float sparks = getSparks(progress);
oColor = alphaOver(oColor, vec4(1.0,1.0,1.0,sparks));
}
//get and apply stars
if (uStarCount > 0 )
{
oColor = alphaOver(oColor, getStars(mix(0.0001,0.999,progress)));
}
setOutputColor(oColor);
}