199 lines
No EOL
6.8 KiB
GLSL
199 lines
No EOL
6.8 KiB
GLSL
#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
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#define MY_HIGHP_OR_MEDIUMP highp
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#else
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#define MY_HIGHP_OR_MEDIUMP mediump
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#endif
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extern MY_HIGHP_OR_MEDIUMP vec2 frozen;
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extern MY_HIGHP_OR_MEDIUMP number dissolve;
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extern MY_HIGHP_OR_MEDIUMP number time;
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extern MY_HIGHP_OR_MEDIUMP vec4 texture_details;
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extern MY_HIGHP_OR_MEDIUMP vec2 image_details;
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extern bool shadow;
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extern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_1;
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extern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_2;
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vec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv)
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{
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if (dissolve < 0.001) {
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return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, shadow ? tex.a*0.3: tex.a);
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}
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float adjusted_dissolve = (dissolve*dissolve*(3.-2.*dissolve))*1.02 - 0.01;
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float t = time * 10.0 + 2003.;
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vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);
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vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);
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vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
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vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
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vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));
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float field = (1.+ (
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cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) +
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cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.;
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vec2 borders = vec2(0.2, 0.8);
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float res = (.5 + .5* cos( (adjusted_dissolve) / 82.612 + ( field + -.5 ) *3.14))
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- (floored_uv.x > borders.y ? (floored_uv.x - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)
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- (floored_uv.y > borders.y ? (floored_uv.y - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)
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- (floored_uv.x < borders.x ? (borders.x - floored_uv.x)*(5. + 5.*dissolve) : 0.)*(dissolve)
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- (floored_uv.y < borders.x ? (borders.x - floored_uv.y)*(5. + 5.*dissolve) : 0.)*(dissolve);
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if (tex.a > 0.01 && burn_colour_1.a > 0.01 && !shadow && res < adjusted_dissolve + 0.8*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) {
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if (!shadow && res < adjusted_dissolve + 0.5*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) {
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tex.rgba = burn_colour_1.rgba;
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} else if (burn_colour_2.a > 0.01) {
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tex.rgba = burn_colour_2.rgba;
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}
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}
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return vec4(shadow ? vec3(0.,6.,0.) : tex.xyz, res > adjusted_dissolve ? (shadow ? tex.a*0.3: tex.a) : .0);
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}
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#define DEPTH 21
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#define PHI ((1. + sqrt(5.)) / 2.)
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#define PI 3.141592653589
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#define S(M, O) (0.5 + 0.5 * sin(O + M * pos.x)) / 6.
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#define C(M, O) (0.5 + 0.5 * cos(O + M * pos.y)) / 6.
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vec2 rotate(vec2 v, float a)
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{
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float s = sin(a);
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float c = cos(a);
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mat2 m = mat2(c, -s, s, c);
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return m * v;
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}
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float cr(vec2 a, vec2 b)
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{
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return a.x * b.y - b.x * a.y;
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}
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float cr(vec2 a, vec2 b, vec2 c)
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{
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return cr(b - a, c - b);
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}
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vec4 effect(vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords)
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{
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vec4 tex = Texel(texture, texture_coords);
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vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba;
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if (uv.x > uv.x * 2.) {
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uv = frozen;
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}
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// Slightly adapted from 'snowflake lattice' by pali6.
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// https://www.shadertoy.com/view/7sG3zd
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// https://www.shadertoy.com/user/pali6
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float iTime = 0.0;
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vec2 pos = (((texture_coords)*(image_details)) - texture_details.xx*texture_details.ba)/texture_details.ba;
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float scale = 72. + 18. * sin(iTime / 10.) + 20. * sin(4. + iTime / 15.) + 30. * sin(iTime / 6.);
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vec2 camPos = vec2(0.5, 0.5);
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float SF = 1. / pow(scale, 0.3);
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camPos += vec2(0.02 * sin(iTime / 15.), -0.07 * cos(iTime / 19.)) * SF;
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camPos += vec2(-0.1 * sin(3. + iTime / 37.), -0.1 * cos(4. + iTime / 27.)) * SF;
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camPos += vec2(0.07 * sin(9. + iTime / 47.), -0.08 * cos(20. + iTime / 31.)) * SF;
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camPos += vec2(0.04 * sin(19. + iTime / 7.), 0.06 * cos(25. + iTime / 5.)) * SF;
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pos -= vec2(0.5, 0.5);
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pos = rotate(pos, iTime / 30. + PI * cos(iTime / 37.) + 2. * PI * sin(iTime / 87. + 10.));
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pos /= scale;
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pos += camPos;
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vec2 ota = vec2(-1., 0.);
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vec2 otb = vec2(2., 0.);
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vec2 ta = ota;
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vec2 tb = otb;
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vec2 tc;
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bool gn = true;
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float fl = -1.;
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float f = 0.;
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float nDark = 0.;
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for (int i = 0; i < DEPTH; i++)
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{
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vec2 next;
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if (gn)
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tc = ta + rotate(tb - ta, fl * PI / 5.) / PHI;
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else
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tc = ta + rotate(tb - ta, fl * 2. * PI / 5.) * PHI;
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if(!(gn && min(length(pos - ta), length(pos - tb)) > length(ta - tb) / 3. || !gn && length(pos - tb) <= length(tc - tb) * PHI / 3.5))
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{
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nDark += 1.;
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}
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if (gn)
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{
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next = tb + (ta - tb) / PHI;
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if (abs(cr(next, tc, pos)) * float(i + 1) < 0.000001)
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f = 1.;
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if (cr(next, tc, pos) * cr(next, tc, tb) > 0.)
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{
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gn = false;
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ta = next;
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tb = tc;
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fl *= -1.;
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i--;
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}
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else
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{
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gn = true;
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tb = ta;
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ta = tc;
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}
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}
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else
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{
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next = tc + (tb - tc) / PHI;
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if (abs(cr(ta, next, pos)) * float(i + 1) < 0.000001)
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f = 1.;
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if (cr(ta, next, pos) * cr(ta, next, tb) > 0.)
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{
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gn = false;
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ta = tb;
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tb = next;
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}
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else
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{
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gn = true;
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tb = ta;
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ta = tc;
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}
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}
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}
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colour = (nDark / float(DEPTH)) * vec4(
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0.1 + S(30., 10.) + C(10., 11.) + S(50., 16.) + S(99., 15.) + S(1., 42.) + C(1.5, 73.),
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0.1 + C(20., 10.) + S(70., 12.) + C(23., 18.) + C(67., 119.) + S(1.2, 49.) + C(0.9, 79.),
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0.15 + S(70., 10.5) + C(31., 17.) + S(55., 135.) + C(123., 15.) + S(0.7, 13.) + C(0.11, 31.),
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1.
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) * 1.5;
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return dissolve_mask(tex*colour, texture_coords, uv);
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}
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extern MY_HIGHP_OR_MEDIUMP vec2 mouse_screen_pos;
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extern MY_HIGHP_OR_MEDIUMP float hovering;
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extern MY_HIGHP_OR_MEDIUMP float screen_scale;
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#ifdef VERTEX
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vec4 position( mat4 transform_projection, vec4 vertex_position )
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{
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if (hovering <= 0.){
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return transform_projection * vertex_position;
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}
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float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy);
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vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale;
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float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist))
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*hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist);
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return transform_projection * vertex_position + vec4(0.,0.,0.,scale);
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}
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#endif |