74 lines
2.2 KiB
GLSL
74 lines
2.2 KiB
GLSL
|
#ifdef GL_ES
|
||
|
precision mediump float;
|
||
|
#endif
|
||
|
|
||
|
#ifdef GLSLVIEWER
|
||
|
uniform float u_time;
|
||
|
uniform vec2 u_resolution;
|
||
|
#endif
|
||
|
#ifndef GLSLVIEWER
|
||
|
uniform float time;
|
||
|
uniform vec2 resolution;
|
||
|
#endif
|
||
|
|
||
|
// Control variables
|
||
|
const float scale_factor = 0.55;
|
||
|
const float squish_factor = 3.0;
|
||
|
const float time_factor = -0.025;
|
||
|
const float dim_factor = 0.2;
|
||
|
|
||
|
vec4 simpleAlphaCompositing (vec4 source, vec4 backdrop) {
|
||
|
float final_alpha = source.a + backdrop.a * (1.0 - source.a);
|
||
|
return vec4(
|
||
|
(source.rgb * source.a + backdrop.rgb * backdrop.a * (1.0 - source.a)) / final_alpha,
|
||
|
final_alpha
|
||
|
);
|
||
|
}
|
||
|
|
||
|
|
||
|
vec4 getColor(vec4 input_color, float speed, float freq, float amp, vec2 uv, float phase_offset) {
|
||
|
#ifdef GLSLVIEWER
|
||
|
float time = u_time;
|
||
|
#endif
|
||
|
float y = uv.y + (time * time_factor * speed);
|
||
|
float d = uv.x - amp * scale_factor * sin(phase_offset + y * squish_factor * freq);
|
||
|
float value = clamp((0.01 / (d * d)) * dim_factor, 0.0, 1.0);
|
||
|
input_color.a = value;
|
||
|
return input_color;
|
||
|
}
|
||
|
|
||
|
void main( void ) {
|
||
|
#ifdef GLSLVIEWER
|
||
|
float time = u_time;
|
||
|
vec2 resolution = u_resolution;
|
||
|
#endif
|
||
|
vec2 uv = (gl_FragCoord.xy * 2. - resolution) / resolution.y;
|
||
|
float tmp_x = uv.x;
|
||
|
float tmp_y = uv.y;
|
||
|
uv.x = tmp_y;
|
||
|
uv.y = tmp_x;
|
||
|
vec4 background = vec4((24.0/255.0), (73.0/255.0), (86.0/255.0), 0.0);
|
||
|
vec4 colors[3];
|
||
|
colors[0] = vec4((250.0/255.0), (87.0/255.0), (80.0/255.0), 0.0);
|
||
|
colors[1] = vec4((117.0/255.0),(185.0/255.0),(56.0/255.0), 0.0);
|
||
|
colors[2] = vec4((70.0/255.0),(149.0/255.0),(247.0/255.0),0.0);
|
||
|
// Relative travel speeds
|
||
|
vec3 speeds = vec3(1.0, 1.2, 0.8);
|
||
|
// Relative frequency
|
||
|
vec3 freqs = vec3(1.0, 1.2, 0.8);
|
||
|
// Relative amplitude
|
||
|
vec3 amps = vec3(1.0, 1.5, 0.5);
|
||
|
// Generate the color maps
|
||
|
for (int i = 0; i < 3; i++) {
|
||
|
colors[i] = getColor(colors[i], speeds[i], freqs[i], amps[i], uv, 0.0);
|
||
|
background.a += colors[i].a;
|
||
|
}
|
||
|
// Mix the colors
|
||
|
background.a = 1.0 - clamp(background.a, 0.0, 1.0);
|
||
|
vec4 color = simpleAlphaCompositing(colors[0], vec4(0.0, 0.0, 0.0, 1.0));
|
||
|
color = simpleAlphaCompositing(colors[1], color);
|
||
|
color = simpleAlphaCompositing(colors[2], color);
|
||
|
vec4 result = simpleAlphaCompositing(background, color);
|
||
|
gl_FragColor = result;
|
||
|
}
|