diff options
Diffstat (limited to 'shaders/prebuilt/post-ripple.frag.glsl')
| -rw-r--r-- | shaders/prebuilt/post-ripple.frag.glsl | 34 |
1 files changed, 22 insertions, 12 deletions
diff --git a/shaders/prebuilt/post-ripple.frag.glsl b/shaders/prebuilt/post-ripple.frag.glsl index 28059def..d29a4c22 100644 --- a/shaders/prebuilt/post-ripple.frag.glsl +++ b/shaders/prebuilt/post-ripple.frag.glsl @@ -39,12 +39,19 @@ layout(set = 3, binding = 0, std140) uniform Globals { uniform vec3 iSelectionBackgroundColor; }; -// pardes's own: 1 when the window is opaque, so a pass cannot punch holes -// in it through its alpha. +// pardes's own: pardesOpaque is 1 when the window is opaque, so a pass +// cannot punch holes in it through its alpha; pardesLevel is a bundled +// pass's strength, 1 to 3 (`Crt 3`), and 0 for a user's file. layout(set = 3, binding = 1, std140) uniform PardesPost { float pardesOpaque; + float pardesLevel; }; +// A bundled pass's constant at levels 1, 2 and 3. +float pardesByLevel(float one, float two, float three) { + return pardesLevel < 1.5 ? one : (pardesLevel < 2.5 ? two : three); +} + #define CURSORSTYLE_BLOCK 0 #define CURSORSTYLE_BLOCK_HOLLOW 1 #define CURSORSTYLE_BAR 2 @@ -67,19 +74,22 @@ void main() { #line 1 // 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; the displacement is at most a couple -// of pixels, so text stays readable, and it eases in over its first half +// 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 WAVELENGTH_PX = 150.0; -const float SPEED_PX = 55.0; // outward, per second -const float AMPLITUDE_PX = 2.2; -const float SHADE = 0.035; // light on a slope, linear 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))); } @@ -101,16 +111,16 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord) { 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, 0.95, radius / reach)); + 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 * SPEED_PX) * TAU / WAVELENGTH_PX; + 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 * AMPLITUDE_PX * envelope * ease; + 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 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); } |
