diff options
Diffstat (limited to 'shaders')
| -rw-r--r-- | shaders/crt.ci.metal | 75 | ||||
| -rw-r--r-- | shaders/post/glitch.glsl | 64 | ||||
| -rw-r--r-- | shaders/post/ripple.glsl | 52 | ||||
| -rw-r--r-- | shaders/prebuilt/post-glitch.frag.glsl | 138 | ||||
| -rw-r--r-- | shaders/prebuilt/post-glitch.frag.spv | bin | 10764 -> 0 bytes | |||
| -rw-r--r-- | shaders/prebuilt/post-ripple.frag.glsl | 126 | ||||
| -rw-r--r-- | shaders/prebuilt/post-ripple.frag.spv | bin | 9096 -> 0 bytes |
7 files changed, 9 insertions, 446 deletions
diff --git a/shaders/crt.ci.metal b/shaders/crt.ci.metal index c7e91a7e..9159af18 100644 --- a/shaders/crt.ci.metal +++ b/shaders/crt.ci.metal @@ -1,7 +1,6 @@ // Native macOS panel and scene postprocess. Panel kernels consume the core's -// plain tracks; the final full-window kernel ports crt.frag.glsl and combines -// CRT, ripple and glitch. Scene constants and sampling geometry stay in step -// with GLSL, while panel easing/noise stays in step with panel_animation.zig. +// plain tracks; the final full-window kernel is the CRT. Panel easing/noise +// stays in step with panel_animation.zig. // // The three entry points are `extern "C" [[stitchable]]`. Both halves are // load-bearing: this source is compiled at runtime by @@ -38,24 +37,6 @@ float pardesCellNoise(float2 serialParts, float colValue, float rowValue) { return float(x & 0xffffu) / 65535.0; } -float2 pardesSceneUV(float2 uv, float timeSeconds, float rippleOn, float glitchOn) { - if (rippleOn > 0.5) { - float2 centered = uv - 0.5; - float radius = length(centered); - // Reversed smoothstep edges are undefined in GLSL and Metal alike. - float envelope = 1.0 - smoothstep(0.04, 0.72, radius); - float wave = sin(radius * 42.0 - timeSeconds * 5.2); - uv += centered / max(radius, 0.00001) * wave * envelope * 0.0032; - } - if (glitchOn > 0.5) { - float band = floor(uv.y * 96.0); - float seed = pardesNoise(float2(band, floor(timeSeconds * 13.0))); - float tear = smoothstep(0.955, 1.0, seed); - uv.x += (pardesNoise(float2(seed, band)) - 0.5) * tear * 0.020; - } - return uv; -} - float4 pardesSceneSample( coreimage::sampler source, float2 origin, @@ -66,42 +47,13 @@ float4 pardesSceneSample( source.sample(source.transform(origin + uv * size))); } -// Keep this ordering identical to crt.frag.glsl's sceneSrgb: every caller -// supplies its own pre-warp coordinate, then ripple/glitch move that sample, -// then glitch splits its red/blue channels around the moved center. -float4 pardesSceneSrgb( - coreimage::sampler source, - float2 origin, - float2 size, - float2 uv, - float timeSeconds, - float rippleOn, - float glitchOn -) { - float2 warped = pardesSceneUV(uv, timeSeconds, rippleOn, glitchOn); - float4 center = pardesSceneSample(source, origin, size, warped); - if (glitchOn <= 0.5) return center; - - float band = floor(warped.y * 96.0); - float seed = pardesNoise(float2(band, floor(timeSeconds * 13.0))); - float tear = smoothstep(0.955, 1.0, seed); - float2 chroma = float2((0.35 + 1.25 * tear) / size.x, 0.0); - float4 red = pardesSceneSample(source, origin, size, warped + chroma); - float4 blue = pardesSceneSample(source, origin, size, warped - chroma); - return float4(red.r, center.g, blue.b, center.a); -} - float3 pardesSceneLinear( coreimage::sampler source, float2 origin, float2 size, - float2 uv, - float timeSeconds, - float rippleOn, - float glitchOn + float2 uv ) { - return coreimage::srgb_to_linear(pardesSceneSrgb( - source, origin, size, uv, timeSeconds, rippleOn, glitchOn).rgb); + return coreimage::srgb_to_linear(pardesSceneSample(source, origin, size, uv).rgb); } bool pardesInside(float2 p, float4 box) { @@ -242,8 +194,6 @@ extern "C" [[stitchable]] float4 pardesScene( float timeSeconds, float frame, float crtOn, - float rippleOn, - float glitchOn, float2 sceneSize, float2 sceneOrigin, coreimage::destination destination @@ -277,24 +227,18 @@ extern "C" [[stitchable]] float4 pardesScene( // transparent theme. if (crtOn > 0.5 && edge <= 0.0) return float4(0.0, 0.0, 0.0, 1.0); - float4 center = pardesSceneSrgb( - source, origin, size, uv, timeSeconds, rippleOn, glitchOn); + float4 center = pardesSceneSample(source, origin, size, uv); float3 scene = center.rgb; - // Ripple/glitch alone are coordinate effects. Returning the sampled sRGB - // values directly keeps exact theme colors exact. + // Without the CRT the scene passes through, exact. if (crtOn <= 0.5) { return coreimage::premultiply(float4(clamp(scene, 0.0, 1.0), center.a)); } float3 centerLinear = coreimage::srgb_to_linear(scene); float2 radialChroma = cc * (chromaPx * r2) * texel; - float3 redSample = pardesSceneLinear( - source, origin, size, uv + radialChroma, - timeSeconds, rippleOn, glitchOn); - float3 blueSample = pardesSceneLinear( - source, origin, size, uv - radialChroma, - timeSeconds, rippleOn, glitchOn); + float3 redSample = pardesSceneLinear(source, origin, size, uv + radialChroma); + float3 blueSample = pardesSceneLinear(source, origin, size, uv - radialChroma); float3 col = float3( redSample.r, centerLinear.g, @@ -308,8 +252,7 @@ extern "C" [[stitchable]] float4 pardesScene( float2(0.0, bloom.y), float2(0.0, -bloom.y) }; for (uint i = 0; i < 4; i++) { - // Deliberately raw, like GLSL brightPass: bloom belongs to the source - // image and does not recursively warp through the scene effects. + // Deliberately raw, like GLSL brightPass. float4 sampleValue = pardesSceneSample( source, origin, size, uv + bloomOffsets[i]); float3 linearValue = coreimage::srgb_to_linear(sampleValue.rgb); 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); -} diff --git a/shaders/prebuilt/post-glitch.frag.glsl b/shaders/prebuilt/post-glitch.frag.glsl deleted file mode 100644 index 7b288237..00000000 --- a/shaders/prebuilt/post-glitch.frag.glsl +++ /dev/null @@ -1,138 +0,0 @@ -#version 450 -// pardes's Shadertoy prefix (docs/render-pipeline.md §6), put before every -// post pass: a bundled one in shaders/post/ at build time, a user's file at -// run time. The uniform names, types and std140 order are ghostty 1.3.2's -// (src/renderer/shaders/shadertoy_prefix.glsl), so a shader written for -// ghostty runs here; only the bindings are SDL GPU's (a fragment shader's -// textures in set 2, its uniform blocks in set 3). Y is down everywhere, as -// on ghostty's Metal renderer: fragCoord, iChannel0's uv and the cursor -// rectangles share one top-left space, and iCurrentCursor is (left x, -// BOTTOM-edge y, width, height) in framebuffer pixels. - -layout(set = 3, binding = 0, std140) uniform Globals { - uniform vec3 iResolution; - uniform float iTime; - uniform float iTimeDelta; - uniform float iFrameRate; - uniform int iFrame; - uniform float iChannelTime[4]; - uniform vec3 iChannelResolution[4]; - uniform vec4 iMouse; - uniform vec4 iDate; - uniform float iSampleRate; - uniform vec4 iCurrentCursor; - uniform vec4 iPreviousCursor; - uniform vec4 iCurrentCursorColor; - uniform vec4 iPreviousCursorColor; - uniform int iCurrentCursorStyle; - uniform int iPreviousCursorStyle; - uniform int iCursorVisible; - uniform float iTimeCursorChange; - uniform float iTimeFocus; - uniform int iFocus; - uniform vec3 iPalette[256]; - uniform vec3 iBackgroundColor; - uniform vec3 iForegroundColor; - uniform vec3 iCursorColor; - uniform vec3 iCursorText; - uniform vec3 iSelectionForegroundColor; - uniform vec3 iSelectionBackgroundColor; -}; - -// 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 -#define CURSORSTYLE_UNDERLINE 3 -#define CURSORSTYLE_LOCK 4 - -layout(set = 2, binding = 0) uniform sampler2D iChannel0; - -layout(location = 0) out vec4 _fragColor; - -#define texture2D texture - -void mainImage(out vec4 fragColor, in vec2 fragCoord); -void main() { - mainImage(_fragColor, gl_FragCoord.xy); - if (pardesOpaque > 0.5) _fragColor.a = 1.0; -} - -// The shader's own lines count from 1, so glslc's errors name them. -#line 1 -// 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/prebuilt/post-glitch.frag.spv b/shaders/prebuilt/post-glitch.frag.spv Binary files differdeleted file mode 100644 index 619616a8..00000000 --- a/shaders/prebuilt/post-glitch.frag.spv +++ /dev/null diff --git a/shaders/prebuilt/post-ripple.frag.glsl b/shaders/prebuilt/post-ripple.frag.glsl deleted file mode 100644 index d29a4c22..00000000 --- a/shaders/prebuilt/post-ripple.frag.glsl +++ /dev/null @@ -1,126 +0,0 @@ -#version 450 -// pardes's Shadertoy prefix (docs/render-pipeline.md §6), put before every -// post pass: a bundled one in shaders/post/ at build time, a user's file at -// run time. The uniform names, types and std140 order are ghostty 1.3.2's -// (src/renderer/shaders/shadertoy_prefix.glsl), so a shader written for -// ghostty runs here; only the bindings are SDL GPU's (a fragment shader's -// textures in set 2, its uniform blocks in set 3). Y is down everywhere, as -// on ghostty's Metal renderer: fragCoord, iChannel0's uv and the cursor -// rectangles share one top-left space, and iCurrentCursor is (left x, -// BOTTOM-edge y, width, height) in framebuffer pixels. - -layout(set = 3, binding = 0, std140) uniform Globals { - uniform vec3 iResolution; - uniform float iTime; - uniform float iTimeDelta; - uniform float iFrameRate; - uniform int iFrame; - uniform float iChannelTime[4]; - uniform vec3 iChannelResolution[4]; - uniform vec4 iMouse; - uniform vec4 iDate; - uniform float iSampleRate; - uniform vec4 iCurrentCursor; - uniform vec4 iPreviousCursor; - uniform vec4 iCurrentCursorColor; - uniform vec4 iPreviousCursorColor; - uniform int iCurrentCursorStyle; - uniform int iPreviousCursorStyle; - uniform int iCursorVisible; - uniform float iTimeCursorChange; - uniform float iTimeFocus; - uniform int iFocus; - uniform vec3 iPalette[256]; - uniform vec3 iBackgroundColor; - uniform vec3 iForegroundColor; - uniform vec3 iCursorColor; - uniform vec3 iCursorText; - uniform vec3 iSelectionForegroundColor; - uniform vec3 iSelectionBackgroundColor; -}; - -// 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 -#define CURSORSTYLE_UNDERLINE 3 -#define CURSORSTYLE_LOCK 4 - -layout(set = 2, binding = 0) uniform sampler2D iChannel0; - -layout(location = 0) out vec4 _fragColor; - -#define texture2D texture - -void mainImage(out vec4 fragColor, in vec2 fragCoord); -void main() { - mainImage(_fragColor, gl_FragCoord.xy); - if (pardesOpaque > 0.5) _fragColor.a = 1.0; -} - -// The shader's own lines count from 1, so glslc's errors name them. -#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; 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); -} diff --git a/shaders/prebuilt/post-ripple.frag.spv b/shaders/prebuilt/post-ripple.frag.spv Binary files differdeleted file mode 100644 index 5f05f9f3..00000000 --- a/shaders/prebuilt/post-ripple.frag.spv +++ /dev/null |
