////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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 vec2 uSeed; uniform float uScale; uniform vec3 uColor1; uniform vec3 uColor2; uniform vec3 uColor3; const float WISPS_RADIUS = 20.0; const float WISPS_SPEED = 10.0; const float WISPS_SPACING = 40.0 + WISPS_RADIUS; const float WISPS_LAYERS = 8.0; const float WISPS_IN_TIME = 0.5; const float WINDOW_OUT_TIME = 1.0; const float SCALING = 0.9; // Returns a grid of randomly moving points. Each grid cell contains one point which // moves on an ellipse. vec4 getWisps(vec2 texCoords, float gridSize, vec2 seed) { // Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio. vec2 coords = (texCoords + hash22(seed)) * uSize; // Apply global scale. coords /= gridSize; // Get grid cell coordinates in [0..1]. vec2 cellUV = mod(coords, vec2(1.0)); // This is unique for each cell. vec2 cellID = coords - cellUV + vec2(362.456); // Add random rotation, scale and offset to each grid cell. float speed = mix(10.0, 15.0, hash12(cellID * seed * 134.451)) / gridSize * WISPS_SPEED; float rotation = mix(0.0, 6.283, hash12(cellID * seed * 54.4129)); float radius = mix(0.5, 1.0, hash12(cellID * seed * 19.1249)) * WISPS_RADIUS; float roundness = mix(-1.0, 1.0, hash12(cellID * seed * 7.51949)); vec2 offset = vec2(sin(speed * (uProgress * uDuration + 1.0)) * roundness, cos(speed * (uProgress * uDuration + 1.0))); offset *= 0.5 - 0.5 * radius / gridSize; offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation), offset.x * sin(rotation) + offset.y * cos(rotation)); cellUV += offset; vec3 color = tritone(hash12(cellID * seed * 1.256), uColor1, uColor2, uColor3); // Use distance to center of shifted / rotated UV coordinates to draw a glaring point. float dist = length(cellUV - 0.5) * gridSize / radius; if (dist < 1.0) { float alpha = min(5.0, 0.01 / pow(dist, 2.0)); return vec4(color * alpha, alpha); } return vec4(0.0); } void main() { float progress = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress); // Scale down the window slightly. float scale = 1.0 / mix(1.0, SCALING, progress) - 1.0; vec2 coords = iTexCoord.st * (scale + 1.0) - scale * 0.5; // Get the color of the window. vec4 oColor = getInputColor(coords); // Compute several layers of moving wisps. vec2 uv = (iTexCoord.st - 0.5) / mix(1.0, 0.5, progress) + 0.5; uv /= uScale; vec4 wisps = vec4(0.0); for (float i = 0.0; i < WISPS_LAYERS; ++i) { wisps = alphaOver(wisps, getWisps(uv * 0.3, WISPS_SPACING, uSeed * (i + 1.0))); } // Compute shrinking edge mask. float mask = getRelativeEdgeMask(mix(0.01, 0.5, progress)); // Compute three different progress values. float wispsIn = smoothstep(0.0, 1.0, clamp(progress / WISPS_IN_TIME, 0.0, 1.0)); float wispsOut = smoothstep( 0.0, 1.0, clamp((progress - WISPS_IN_TIME) / (1.0 - WISPS_IN_TIME), 0.0, 1.0)); float windowOut = smoothstep(0.0, 1.0, clamp(progress / WINDOW_OUT_TIME, 0.0, 1.0)); // Use a noise function to dissolve the window. float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * uSize / 250.0) - 1.0)); float windowMask = 1.0 - (windowOut < 0.5 ? mix(0.0, noise, windowOut * 2.0) : mix(noise, 1.0, windowOut * 2.0 - 1.0)); oColor.a *= windowMask * mask; // Add the wisps. wisps.a *= min(wispsIn, 1.0 - wispsOut) * mask; oColor = alphaOver(oColor, wisps); // These are pretty useful for understanding how this works. // oColor = vec4(vec3(windowMask), 1.0); // oColor = vec4(vec3(wisps), 1.0); // oColor = vec4(vec3(noise), 1.0); // oColor = vec4(vec3(mask*min(wispsIn, 1.0 - wispsOut)), 1.0); setOutputColor(oColor); }