#version 450 layout(set = 2, binding = 0) uniform sampler2D u_image; layout(std140, set = 3, binding = 0) uniform UiUniforms { float background_opacity; } u_ui; layout(location = 0) in vec2 v_uv; layout(location = 1) in vec2 v_panel_uv; layout(location = 2) flat in uvec4 v_effect; layout(location = 0) out vec4 o_col; float cellNoise(uint serial, uint col, uint row) { uint x = serial ^ (col * 0x9e3779b9u) ^ (row * 0x85ebca6bu); x ^= x >> 16; x *= 0x7feb352du; x ^= x >> 15; x *= 0x846ca68bu; x ^= x >> 16; return float(x & 0xffffu) / 65535.0; } void main() { vec4 source = texture(u_image, v_uv); // Keep source coverage for destination subtraction; the pipeline scales // source alpha by the same opacity through its alpha blend constant. source.rgb *= clamp(u_ui.background_opacity, 0.0, 1.0); uint effect = v_effect.x & 0x7fffffffu; bool oldLayer = (v_effect.x & 0x80000000u) != 0u; float progress = clamp(uintBitsToFloat(v_effect.y), 0.0, 1.0); uvec2 dimensions = max( uvec2(v_effect.w & 0xffffu, v_effect.w >> 16), uvec2(1u)); uvec2 cellCoord = min( uvec2(floor(max(v_panel_uv, vec2(0.0)) * vec2(dimensions))), dimensions - 1u); float noise = cellNoise(v_effect.z, cellCoord.x, cellCoord.y); if (effect == 3u) { bool reveal = progress >= 1.0 || (progress > 0.0 && noise < progress); if (oldLayer == reveal) discard; o_col = source; return; } o_col = source; }