////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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. // use 8BitStyle or not (sliding scale) uniform float uScaleStyle; // these are for the sparks uniform float uSparkCount; uniform vec4 uSparkColor; uniform float uSparkRotation; // these are for the Rays uniform vec4 uRaysColor; // these are for the stars uniform float uRingCount; uniform float uRingRotation; uniform float uStarCount; // and the colors they change over time uniform vec4 uStarColor0; uniform vec4 uStarColor1; uniform vec4 uStarColor2; uniform vec4 uStarColor3; uniform vec4 uStarColor4; uniform vec4 uStarColor5; // seed uniform vec2 uSeed; // helps to find the angle vec3 getPosByAngle(float angle) { return vec3(cos(angle), sin(angle), 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 PI = 3.1415926; 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) } // use to scale the window vec2 scaleUV(vec2 uv, vec2 scale) { // Put texture coordinate origin to center of window. uv = uv * 2.0 - 1.0; // scale uv /= mix(vec2(1.0, 1.0), vec2(0.0, 0.0), scale); // scale from center uv = uv * 0.5 + 0.5; return uv; } // this returns the Spark float getSpark(vec2 uv, vec2 center, float brightness, float size, float rotation) { brightness = clamp(brightness, 0.001, 1.0); size = clamp(size, 0.001, 1.0); float bn = mix(0.0, 0.07, brightness); // recalculate size uv = (uv + vec2(0.5)); uv = (uv - center); // Center UV coordinates, then scale to fit the star size uv = scaleUV(uv, vec2(1.0 - size)); uv = rotate(uv, rotation, vec2(0.5)); // rotate the UV // 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)); float mask = easeInSine(1.0 - (m - bn)) - 0.004; mask = clamp(mask, 0.0, 1.0); return mask; } // returns the star's color vec4 getStarColor(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); } // 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 zeroStartEnd(float t, float max_size, float power) { float s = -1.0 * pow((t - 0.5) / (0.5), power) + 1.0; s = clamp(s, 0.0, 1.0) * max_size; return s; } // this gives us the jerky 8bit growth effect. float eightBitScale(float progress) { float scale = 1.0; if (progress <= 0.1) { scale = 0.25; } else if (progress <= 0.2) { scale = 0.5; } else if (progress <= 0.3) { scale = 0.25; } else if (progress <= 0.4) { scale = 0.5; } else if (progress <= 0.5) { scale = 0.25; } else if (progress <= 0.6) { scale = 0.5; } else if (progress <= 0.7) { scale = 1.0; } else if (progress <= 0.8) { scale = 0.25; } else if (progress <= 0.9) { scale = 0.5; } return scale; } // gets all the sparks vec4 getSparks(float progress) { // the UV for this function float aspect = uSize.x / uSize.y; vec2 uv = iTexCoord.st * vec2(aspect, 1.0); // this will be the result to return vec4 result = vec4(0.0); // 0 at the edges float xEdge = -1.0 * pow((uv.x - (aspect * 0.5)) / (aspect * 0.5), 8.0) + 1.0; xEdge = clamp(xEdge, 0.0, 1.0); // declare some variables before the loop vec2 h = vec2(0.0); float y = 0.0; float x = 0.0; // loop for each spart for (float xusp = 0.0; xusp < uSparkCount; ++xusp) { // calculate some variables h = hash21(xusp + uSeed.x); y = mix(0.0 - h.y, 1.0 + (1.0 - h.y), progress); y = clamp(y, 0.0, 1.0); x = 0.66 * sin(h.x * 6.28); x += 0.5 * aspect; // here we get the mask for the spark float a4ps = getSpark(uv, vec2(x, y), // position (x, y) zeroStartEnd(y, 1.0, 4.0) * xEdge, // Brightness zeroStartEnd(y, 0.5, 4.0) * xEdge, // Size progress * 6.28 * float(uSparkRotation) // rotation ); // set it to the results result = alphaOver( result, vec4(uSparkColor.r, uSparkColor.g, uSparkColor.b, uSparkColor.a * a4ps)); } // and we are returning the result return result; } // gets the Rays vec4 getRays(float progress) { // create the UV for it vec2 rayUV = iTexCoord.st; rayUV *= vec2(10.0, 0.5); rayUV.y += progress * -1.0; rayUV.x += uSeed.y; // gets the ray float ray = simplex2D(rayUV); // 0 around the edges ray *= zeroStartEnd(iTexCoord.t, 1.0, 8.0); ray *= zeroStartEnd(iTexCoord.s, 1.0, 8.0); // 0 at the begining and end of the animation ray *= zeroStartEnd(progress, 1.0, 8.0); // adjust the numbers and clamp ray = remap(ray * 1.10, 0.0, 1.0, -5.0, 1.0); float alpha = clamp(uRaysColor.a * ray, 0.0, 1.0); // return return vec4(uRaysColor.r, uRaysColor.g, uRaysColor.b, alpha); } // returns the stars vec4 getStars(vec2 starUV, float aspect, float progress, float oColorAlpha) { // this will be the result to return vec4 result = vec4(0.0); vec2 h = vec2(0.0); float y = 0.0; // for each ring for (float r = 0.0; r < uRingCount; ++r) { float spread = r * (1.0 / uRingCount); y = mix(0.0 - spread, 1.0 + (1.0 - spread), 1.0 - progress); y = clamp(y, 0.00001, 0.99999); // each star in each ring for (float s = 0.0; s < uStarCount; ++s) { // this returns a Star float a5ps = getStar(starUV, vec2(sin(progress * uRingRotation * 6.28 + (s * (6.28 / uStarCount))) * aspect * 0.33, y), // position (x, y) 5.0, // nPoints 0.5, // radiusRatio zeroStartEnd(y, 0.1, 2.0), // Size 0.0 // rotation ); a5ps = clamp(a5ps, 0.0, 1.0); // //put the star in back or the front of the window float depth = cos(progress * uRingRotation * 6.28 + (s * (6.28 / uStarCount))); // if we want the star behind or infront of the window if (depth < 0.0) { result = alphaOver(result, getStarColor(y, a5ps)); } else { result = alphaOver(getStarColor(y, a5ps) * (1.0 - oColorAlpha), result); } } } // and we are returning the result return result; } void main() { // Calculate the animation progress, flipping direction if opening // 'uProgress' varies from 0 to 1, depending on the animation phase float progress = uForOpening ? 1.0 - uProgress : uProgress; // Initialize the output color to fully transparent black vec4 oColor = vec4(0.0, 0.0, 0.0, 0.0); // get scales float scale8bit = eightBitScale(progress); vec2 scaleV2 = vec2(easeInOutSine(progress), easeInQuad(progress)); vec2 fscale = mix(vec2(scale8bit), scaleV2, uScaleStyle); // Fetch the color based on the scaled texture coordinates oColor = getInputColor(scaleUV(iTexCoord.st, fscale)); // Store the alpha value of the fetched color for later use float oColorAlpha = oColor.a; // Calculate the aspect ratio of the render area float aspect = uSize.x / uSize.y; // Transform UV coordinates for star effects // starUV.x [-0.5 , 0.5] // starUV.y [1.0 , 0.0] vec2 starUV = vec2(iTexCoord.s - 0.5, 1.0 - iTexCoord.t) * vec2(aspect, 1.0); // If four-point stars are enabled, overlay them on the current color if (uSparkCount > 0.0) { oColor = alphaOver(oColor, getSparks(progress)); } // If rays are enabled, overlay them on the current color if (uRaysColor.a > 0.0) { oColor = alphaOver(oColor, getRays(progress)); } // If five-point stars are enabled, overlay them using stored alpha if (uRingCount > 0.0 && uStarCount > 0.0) { oColor = alphaOver(oColor, getStars(starUV, aspect, progress, oColorAlpha)); } // Set the final output color to the computed value setOutputColor(oColor); }