// 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); }