////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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 vec4 uColor; uniform float uSeed; uniform float uScale; uniform float uStrength; uniform float uSpeed; // Somewhat inspired by https://www.shadertoy.com/view/XtK3W3 void main() { float progress = easeInQuad(uForOpening ? 1.0 - uProgress : uProgress); float time = progress * uDuration * uSpeed; float strength = uStrength * progress; float displace = 1000.0 * strength / uSize.x; float yPos = uScale * uSize.y * (iTexCoord.y + uSeed * 10.0); // Create large noise waves and add some smaller noise waves. float noise = clamp(simplex2D(vec2(time, yPos * 0.002)) - 0.5, 0.0, 1.0); noise += (simplex2D(vec2(time * 10.0, yPos * 0.05)) - 0.5) * 0.15; // Apply the noise as x displacement for every line. float xPos = clamp(iTexCoord.x - displace * noise * noise, 0.0, 1.0); vec4 oColor = getInputColor(vec2(xPos, iTexCoord.y)); // Mix in some random interference lines. vec3 interference = uColor.rgb * hash12(vec2(yPos * time)); float interferenceStrength = noise * min(strength, 1.0); oColor.rgb = mix(oColor.rgb, interference, uColor.a * interferenceStrength); // Mix in some grainy noise. vec3 grain = uColor.rgb * simplex2D(uSize * iTexCoord + vec2(time * 100.0)); float grainStrength = 0.2 * min(strength, 1.0); oColor.rgb = mix(oColor.rgb, grain, uColor.a * grainStrength); // Add a subtle line pattern every 4 pixels. if (floor(mod(yPos * 0.25, 2.0)) == 0.0) { oColor.rgb = mix(oColor.rgb, uColor.rgb, uColor.a * (0.15 * noise)); } // Shift green/blue channels. float offset = 0.1 * noise * displace; oColor.g = mix(oColor.g, getInputColor(vec2(xPos + offset, iTexCoord.y)).g, 0.25); oColor.b = mix(oColor.b, getInputColor(vec2(xPos - offset, iTexCoord.y)).b, 0.25); // Dissolve the window. float fadeDelay = 1.5; float alpha = clamp(noise + 1.0 + fadeDelay - (3.0 + fadeDelay) * progress, 0.0, 1.0); oColor.a *= alpha; setOutputColor(oColor); }