////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // ////////////////////////////////////////////////////////////////////////////////////////// // SPDX-FileCopyrightText: Simon Schneegans // SPDX-License-Identifier: GPL-3.0-or-later // The content from common.glsl is automatically prepended to each shader effect. uniform vec3 uColor; uniform float uScale; const float SHOWER_TIME = 0.3; const float SHOWER_WIDTH = 0.3; const float STREAK_TIME = 0.6; const float EDGE_FADE = 50.0; // This method returns four values: // result.x: A mask for the particles which lead the shower. // result.y: A mask for the streaks which follow the shower particles. // result.z: A mask for the final "atom" particles. // result.w: The opacity of the fading window. vec4 getMasks(float progress) { float showerProgress = progress / SHOWER_TIME; float streakProgress = clamp((progress - SHOWER_TIME) / STREAK_TIME, 0.0, 1.0); float fadeProgress = clamp((progress - SHOWER_TIME) / (1.0 - SHOWER_TIME), 0.0, 1.0); // Gradient from top to bottom. float t = iTexCoord.t; // A smooth gradient which moves to the bottom within the showerProgress. float showerMask = smoothstep(1.0, 0.0, abs(showerProgress - t - SHOWER_WIDTH) / SHOWER_WIDTH); // This is 1 above the streak mask. float streakMask = (showerProgress - t - SHOWER_WIDTH) > 0.0 ? 1.0 : 0.0; // Compute mask for the "atom" particles. float atomMask = getRelativeEdgeMask(0.2); atomMask = max(0.0, atomMask - showerMask); atomMask *= streakMask; atomMask *= sqrt(1.0 - fadeProgress * fadeProgress); // Make some particles visible in the streaks. showerMask += 0.05 * streakMask; // Add shower mask to streak mask. streakMask = max(streakMask, showerMask); // Fade-out the masks at the window edges. float edgeFade = getAbsoluteEdgeMask(EDGE_FADE, 0.5); streakMask *= edgeFade; showerMask *= edgeFade; // Fade-out the masks from top to bottom. float fade = smoothstep(0.0, 1.0, 1.0 + t - 2.0 * streakProgress); streakMask *= fade; showerMask *= fade; // Compute fading window opacity. float windowMask = pow(1.0 - fadeProgress, 2.0); if (uForOpening) { windowMask = 1.0 - windowMask; } return vec4(showerMask, streakMask, atomMask, windowMask); } void main() { float progress = easeOutQuad(uProgress); vec4 masks = getMasks(progress); vec4 oColor = getInputColor(iTexCoord.st); // Dissolve window to effect color / transparency. oColor.rgb = mix(uColor, oColor.rgb, 0.5 * masks.w + 0.5); oColor.a = oColor.a * masks.w; // Add leading shower particles. vec2 showerUV = iTexCoord.st + vec2(0.0, -0.7 * progress / SHOWER_TIME); showerUV *= 0.02 * uSize / uScale; float shower = pow(simplex2D(showerUV), 10.0); oColor.rgb += uColor * shower * masks.x; oColor.a += shower * masks.x; // Add trailing streak lines. vec2 streakUV = iTexCoord.st + vec2(0.0, -progress / SHOWER_TIME); streakUV *= vec2(0.05 * uSize.x, 0.001 * uSize.y) / uScale; float streaks = simplex2DFractal(streakUV) * 0.5; oColor.rgb += uColor * streaks * masks.y; oColor.a += streaks * masks.y; // Add glimmering atoms. vec2 atomUV = iTexCoord.st + vec2(0.0, -0.025 * progress / SHOWER_TIME); atomUV *= 0.2 * uSize / uScale; float atoms = pow((simplex3D(vec3(atomUV, uProgress * uDuration))), 5.0); oColor.rgb += uColor * atoms * masks.z; oColor.a += atoms * masks.z; // These are pretty useful for understanding how this works. // oColor = vec4(masks.rgb, 1.0); // oColor = vec4(vec3(masks.x), 1.0); // oColor = vec4(vec3(masks.y), 1.0); // oColor = vec4(vec3(masks.z), 1.0); // oColor = vec4(vec3(masks.w), 1.0); // oColor = vec4(vec3(shower), 1.0); // oColor = vec4(vec3(streaks), 1.0); // oColor = vec4(vec3(atoms), 1.0); setOutputColor(oColor); }