#version 330 uniform sampler2D tex; uniform vec4 in_ColorPrimary; uniform vec4 in_ColorFill; uniform float scale; uniform float iTime; out vec4 out_Color; float pxRange = 6.0; vec4 fgColor = in_ColorPrimary; vec4 bgColor = in_ColorFill; const vec4 textPos = vec4(0.01, 0, 0.98, 0.125); const float pi = 3.14159265359; const float lineWidth = 0.175; const float duration = 1.25; const float pause = 6.; const int numParticles = 35; const int numSpotlights = 5; // Thanks to: https://www.shadertoy.com/view/Xl2SRR float random(float co) { return fract(abs(sin(co*12.989)) * 43758.545); } float median(float r, float g, float b) { return max(min(r, g), min(max(r, g), b)); } // Thanks to: https://www.iquilezles.org/www/articles/functions/functions.htm float quaImpulse( float k, float x ) { return 2.0*sqrt(k)*x/(1.0+k*x*x); } float getCurrentTime() { return mod(iTime, duration+pause)/duration; } float getBox(vec2 uv, float x, float width) { float lhs = sign(clamp(x - uv.x, 0., 1.)); float rhs = sign(clamp(x - uv.x + width, 0., 1.)); return rhs-lhs; } float getSweepingLinePos() { return getCurrentTime()-lineWidth+textPos.x; } float getSweepingLine(vec2 uv) { return getBox(uv, getSweepingLinePos(), lineWidth); } float getGradients(vec2 uv) { float t = getCurrentTime(); float l_s = abs(cos(t*pi*2.)); float pos = t - uv.x + textPos.x; float left = l_s*smoothstep(0., 1., 0.5-abs(pos - lineWidth)*(20.+80.*(1.-l_s))); float r_s = abs(sin(t*pi*2.)); float right = r_s*smoothstep(0., 1., 0.5-abs(pos)*(20.+80.*(1.-r_s))); float gradient_y = smoothstep(0.55, 1., 1.-abs(0.5-uv.y)); return (left + right) * gradient_y; } vec2 getSpotlightPos(int i) { float t = getCurrentTime(); vec2 initialPos = textPos.zw*vec2( float(i)/float(numSpotlights-1), // Even sign(random(float(i+62)) - 0.6)*2.); // Top biased vec2 velocity; velocity.x = sign(random(float(i+63)) - 0.5)*0.7*(0.3+0.6*random(float(i+100))); velocity.y = -sign(initialPos.y)*0.8*(0.1+0.9*random(float(i+62))); return initialPos + velocity * t + vec2(textPos.x, 0.5); // Offset to center } float getSpotlights(vec2 uv) { float t = getCurrentTime(); float right = smoothstep(0.3, 0.7, 0.8-8.*abs(t - uv.x + textPos.x + 0.05)); // Compute contribution from all spotlights to this frag float c = 0.; for (int j = 0; j < numSpotlights; j++) { vec2 pos = getSpotlightPos(j); float d = distance(uv, pos); c += (1.-smoothstep(0.04, 0.07835, d)); } return 0.6*right + 0.4*c; } // Note: Does not include offset, added in getParticlePosition vec2 getParticleInitialPosition(int i) { return textPos.zw*vec2( float(i)/float(numParticles-1), // Even sign(random(float(i)) - 0.2)); // Top biased } float prob(float p, int i) { return sign(clamp(random(float(i*30))-(1.-p), 0., 1.)); } float getParticleLifespan(int i) { return 1. + 1.25*exp(-10.*random(float(i*30))) + 0.5*prob(0.3, i); } float getParticleTime(int i) { return getCurrentTime()-getParticleInitialPosition(i).x; } float getParticleAlive(int i) { return clamp(sign(getParticleTime(i)), 0., 1.); } float getParticleIntensity(int i) { return getParticleAlive(i)*clamp(getParticleLifespan(i)-getParticleTime(i), 0., 1.); } vec2 getParticlePosition(int i) { float pt = getParticleTime(i); float impulse = quaImpulse(20., pt*0.25+0.05+0.4*random(float(i+30))); vec2 initialPos = getParticleInitialPosition(i); vec2 velocity; // Move mostly right, sometimes left velocity.x = 0.4*impulse*sign(random(float(i+66)) - 0.1)*(0.3 + 0.6*random(float(i + 100))); // Move vertically in whatever direction particle spawned in velocity.y = 0.8*impulse*sign(initialPos.y)*(0.1 + 0.9*random(float(i + 62))); return initialPos + getParticleAlive(i) * velocity * pt + vec2(textPos.x, 0.5); // Offset to center } float getParticles(vec2 uv) { // Compute contribution from all particles to this frag float c = 0.; for (int j = 0; j < numParticles; j++) { vec2 pos = getParticlePosition(j); float d = distance(uv, pos); c += (1.-smoothstep(0.004, 0.00835,d))*getParticleIntensity(j); } return c; } void main() { vec2 uv = gl_FragCoord.xy/vec2(512); float scale = 1.4; uv -= 0.5 * (1.-1./scale); uv *= scale; vec2 pos = uv; vec3 msd = texture(tex, vec2(pos.x, pos.y)).rgb; float sd = median(msd.r, msd.g, msd.b); float screenPxDistance = pxRange*(sd - 0.5); float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0); vec4 fill_color = mix(bgColor, fgColor, opacity); float outline = clamp(screenPxDistance + 1.6, 0., 1.); outline -= clamp(screenPxDistance - 1.6, 0., 1.); outline = smoothstep(0.5, 1., outline); vec4 line_color = mix(bgColor, fgColor, outline); out_Color = mix(fill_color, line_color, getSweepingLine(uv)); float mask_rhs = clamp(sign(uv.x-lineWidth-getSweepingLinePos()),0.,1.); out_Color += fill_color*mask_rhs*getSpotlights(uv); out_Color += mix(vec4(0), fgColor, getParticles(uv)); out_Color += 2.*fgColor*getBox(uv, textPos.x, textPos.z)*getGradients(uv); }