mirror of
https://github.com/xemu-project/xemu-website.git
synced 2024-11-23 11:29:43 +00:00
142 lines
4.1 KiB
GLSL
142 lines
4.1 KiB
GLSL
#version 100
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precision highp float;
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uniform sampler2D tex;
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uniform float iTime;
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varying vec2 Texcoord;
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const float scale = 1.4;
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const vec2 texSize = vec2(128.0,128.0);
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float pxRange = 6.0;
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const vec4 bgColor = vec4(0.);
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const vec4 fgColor = vec4(0.259, 0.890, 0.208, 1.);
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const vec4 particleColor = vec4(0.259, 0.890, 0.208, 1.);
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const int numParticles = 40;
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const float duration = 1.0;
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const float pause = 8.0;
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const vec4 textPos = vec4(0.01, 0, 0.98, 0.125);
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const float lineWidth = 0.15;
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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(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 rhs = sign(clamp(x-uv.x+width, 0., 1.));
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float lhs = sign(clamp(x-uv.x, 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 gw = lineWidth/2.;
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float left = getBox(uv, getSweepingLinePos() - gw, gw)*smoothstep(0., 1., (gw + lineWidth - (t - uv.x + textPos.x))/lineWidth);
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float right = getBox(uv, getSweepingLinePos() + lineWidth, gw)*smoothstep(0., 1., (gw + (t - uv.x + textPos.x))/lineWidth);
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float gradient_y = smoothstep(0.8, 1., 1.-abs(0.5-uv.y));
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return (left + right) * gradient_y;
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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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vec2 pos;
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pos.x = float(i)/float(numParticles-1); // Even
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pos.y = sign(random(float(i)) - 0.1); // Top biased
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return pos*textPos.zw;
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}
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float getParticleTime(int i)
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{
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// Compute based on initial x due to sweeping reveal
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return getCurrentTime()-getParticleInitialPosition(i).x;
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}
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float getParticleIntensity(int i)
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{
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float lifespan = 1.0 + 0.4*(random(float(i*44))-0.5);
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float alive = clamp(sign(getParticleTime(i)), 0., 1.);
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return alive*clamp(lifespan-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 alive = clamp(sign(pt), 0., 1.);
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float falloff = 10.;
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float impulse = quaImpulse(falloff, pt+0.8)+0.2;
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vec2 pos = getParticleInitialPosition(i);
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vec2 velocity;
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// Move mostly right, but sometimes left
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velocity.x = sign(random(float(i+3000))-0.2);
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velocity.x *= impulse*1.25*(0.00 + random(float(i+62)));
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// Move vertically in whatever direction we spawned in
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velocity.y = sign(pos.y);
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velocity.y *= impulse*1.40*(0.25 + 1.2*random(float(i+62)));
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return pos + alive * 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(0.01, 0.01035,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(512,512);
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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 = texture2D(tex, vec2(pos.x, 1.-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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gl_FragColor = mix(fill_color, line_color, getSweepingLine(uv));
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gl_FragColor += mix(vec4(0), particleColor, getParticles(uv));
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gl_FragColor += 2.*vec4(1.)*getBox(uv, textPos.x, textPos.z)*getGradients(uv);
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}
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