diff options
Diffstat (limited to 'shaders/post')
| -rw-r--r-- | shaders/post/glitch.glsl | 64 | ||||
| -rw-r--r-- | shaders/post/ripple.glsl | 52 |
2 files changed, 0 insertions, 116 deletions
diff --git a/shaders/post/glitch.glsl b/shaders/post/glitch.glsl deleted file mode 100644 index 8f420d9c..00000000 --- a/shaders/post/glitch.glsl +++ /dev/null @@ -1,64 +0,0 @@ -// Glitch: now and then the signal slips. At the default level, every couple -// of seconds a short -// burst tears a few horizontal bands sideways and pulls their red and blue -// apart; the bands are sized in pixels and the burst eases in and out over -// a fraction of a second, so it reads as one event rather than a flicker, -// and it looks the same at 60 or 144 Hz because every step is keyed to -// iTime, not to frames. Between bursts the page is left exactly as it is. -// A torn band's brightness dips in linear light. It is a Shadertoy file: -// pardes puts its prefix before it. - -// Each at levels 1, 2 and 3 (`Glitch 1`..`Glitch 3`); 2 is the default. A -// higher level slips more often and harder. -float period() { return pardesByLevel(4.5, 2.4, 0.55); } // seconds between bursts, on average -float burst() { return pardesByLevel(0.2, 0.28, 0.5); } // seconds a burst lasts -float stepHz() { return pardesByLevel(20.0, 24.0, 30.0); } // how often a burst re-tears -float shiftPx() { return pardesByLevel(8.0, 14.0, 34.0); } -float splitPx() { return pardesByLevel(1.5, 2.5, 6.0); } -float dip() { return pardesByLevel(0.08, 0.12, 0.22); } -float tearFrom() { return pardesByLevel(0.8, 0.72, 0.35); } // how few bands tear - -float hash(vec2 p) { - vec3 q = fract(vec3(p.xyx) * 0.1031); - q += dot(q, q.yzx + 33.33); - return fract((q.x + q.y) * q.z); -} - -vec3 toLinear(vec3 c) { - return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045))); -} - -vec3 toSrgb(vec3 c) { - c = max(c, vec3(0.0)); - return mix(1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, c * 12.92, lessThanEqual(c, vec3(0.0031308))); -} - -void mainImage(out vec4 fragColor, in vec2 fragCoord) { - vec2 size = iResolution.xy; - vec2 uv = fragCoord / size; - // Which burst window this is, when in it the burst starts, and how far - // into the burst we are: 0 outside one. - float window = floor(iTime / period()); - float start = window * period() + hash(vec2(window, 7.0)) * (period() - burst()); - float t = (iTime - start) / burst(); - float live = step(0.0, t) * step(t, 1.0); - float envelope = live * sin(3.14159265 * clamp(t, 0.0, 1.0)); - if (envelope <= 0.0) { - fragColor = texture(iChannel0, uv); - return; - } - // Bands of 6 to 40 px, re-cut at stepHz() during the burst; about one - // band in four tears. - float tick = floor(iTime * stepHz()); - float band_px = mix(6.0, 40.0, hash(vec2(tick, 3.0))); - float band = floor(fragCoord.y / band_px); - float roll = hash(vec2(band, tick)); - float tear = smoothstep(tearFrom(), tearFrom() + 0.18, roll) * envelope; - float shift = (hash(vec2(tick, band + 11.0)) - 0.5) * 2.0 * shiftPx() * tear; - vec2 at = vec2(fragCoord.x + shift, fragCoord.y); - vec2 split = vec2(splitPx() * tear, 0.0); - vec4 center = texture(iChannel0, at / size); - vec3 col = vec3(texture(iChannel0, (at + split) / size).r, center.g, texture(iChannel0, (at - split) / size).b); - col = toSrgb(toLinear(col) * (1.0 - dip() * tear)); - fragColor = vec4(col, center.a); -} diff --git a/shaders/post/ripple.glsl b/shaders/post/ripple.glsl deleted file mode 100644 index 3236d339..00000000 --- a/shaders/post/ripple.glsl +++ /dev/null @@ -1,52 +0,0 @@ -// Ripple: the page as a still pool a slow swell crosses. Rings travel out -// from the middle of the window at a fixed speed in pixels, so they look -// the same at any size and frame rate; at the default level the displacement -// is at most a couple of pixels, so text stays readable, and it eases in over its first half -// second instead of snapping on. Each ring catches the light a little on its -// rising side, in linear light, and the result is dithered so the shading -// never bands. It is a Shadertoy file: pardes puts its prefix before it. - -const float TAU = 6.28318530718; -const float EASE_IN = 0.5; // seconds - -// Each at levels 1, 2 and 3 (`Ripple 1`..`Ripple 3`); 2 is the default. -float wavelengthPx() { return pardesByLevel(170.0, 150.0, 120.0); } -float speedPx() { return pardesByLevel(40.0, 55.0, 80.0); } // outward, per second -float amplitudePx() { return pardesByLevel(1.2, 2.2, 5.0); } -float shade() { return pardesByLevel(0.02, 0.035, 0.09); } // light on a slope, linear -float reachEnd() { return pardesByLevel(0.85, 0.95, 1.3); } // how far out it dies away - -vec3 toLinear(vec3 c) { - return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045))); -} - -vec3 toSrgb(vec3 c) { - c = max(c, vec3(0.0)); - return mix(1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, c * 12.92, lessThanEqual(c, vec3(0.0031308))); -} - -float ign(vec2 p) { - return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715)))); -} - -void mainImage(out vec4 fragColor, in vec2 fragCoord) { - vec2 size = iResolution.xy; - vec2 center = 0.5 * size; - vec2 offset = fragCoord - center; - float radius = length(offset); - float reach = 0.5 * length(size); - // Strongest a third of the way out, fading to nothing at the middle - // and at the edges, so the window's frame never wobbles. - float envelope = smoothstep(0.0, 0.18, radius / reach) * (1.0 - smoothstep(0.35, reachEnd(), radius / reach)); - float ease = smoothstep(0.0, EASE_IN, iTime); - float phase = (radius - iTime * speedPx()) * TAU / wavelengthPx(); - float height = sin(phase); - float slope = cos(phase); - vec2 dir = offset / max(radius, 1e-3); - vec2 moved = fragCoord + dir * height * amplitudePx() * envelope * ease; - - vec4 s = texture(iChannel0, moved / size); - vec3 col = toLinear(s.rgb) * (1.0 + shade() * slope * envelope * ease); - vec3 srgb = toSrgb(col) + (ign(fragCoord + float(iFrame % 64) * 5.588238) - 0.5) / 255.0; - fragColor = vec4(clamp(srgb, 0.0, 1.0), s.a); -} |
