// 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 // 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 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, 0.95, radius / reach)); float ease = smoothstep(0.0, EASE_IN, iTime); float phase = (radius - iTime * SPEED_PX) * TAU / WAVELENGTH_PX; float height = sin(phase); float slope = cos(phase); vec2 dir = offset / max(radius, 1e-3); vec2 moved = fragCoord + dir * height * AMPLITUDE_PX * 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); }