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