#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH) #define PRECISION highp #else #define PRECISION mediump #endif // Pseudorandom number generator // https://stackoverflow.com/a/34223787 float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } extern PRECISION vec2 noisy; extern PRECISION number dissolve; extern PRECISION number time; extern PRECISION vec4 texture_details; extern PRECISION vec2 image_details; extern bool shadow; extern PRECISION vec4 burn_colour_1; extern PRECISION vec4 burn_colour_2; vec4 dissolve_mask(vec4 final_pixel, vec2 texture_coords, vec2 uv); vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords ) { vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba; vec4 pixel = Texel(texture, texture_coords); float random = rand(uv); if (pixel.a > 0.) pixel.a += 0.1*sin(noisy.x) - 0.51; return dissolve_mask(vec4(pixel.rgb * random, pixel.a), texture_coords, uv); } vec4 dissolve_mask(vec4 final_pixel, vec2 texture_coords, vec2 uv) { if (dissolve < 0.001) { return vec4(shadow ? vec3(0.,0.,0.) : final_pixel.xyz, shadow ? final_pixel.a*0.3: final_pixel.a); } float adjusted_dissolve = (dissolve*dissolve*(3.-2.*dissolve))*1.02 - 0.01; //Adjusting 0.0-1.0 to fall to -0.1 - 1.1 scale so the mask does not pause at extreme values float t = time * 10.0 + 2003.; vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a); vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a); vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324)); vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532)); vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000)); float field = (1.+ ( cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) + cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.; vec2 borders = vec2(0.2, 0.8); float res = (.5 + .5* cos( (adjusted_dissolve) / 82.612 + ( field + -.5 ) *3.14)) - (floored_uv.x > borders.y ? (floored_uv.x - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve) - (floored_uv.y > borders.y ? (floored_uv.y - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve) - (floored_uv.x < borders.x ? (borders.x - floored_uv.x)*(5. + 5.*dissolve) : 0.)*(dissolve) - (floored_uv.y < borders.x ? (borders.x - floored_uv.y)*(5. + 5.*dissolve) : 0.)*(dissolve); if (final_pixel.a > 0.01 && burn_colour_1.a > 0.01 && !shadow && res < adjusted_dissolve + 0.8*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) { if (!shadow && res < adjusted_dissolve + 0.5*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) { final_pixel.rgba = burn_colour_1.rgba; } else if (burn_colour_2.a > 0.01) { final_pixel.rgba = burn_colour_2.rgba; } } return vec4(shadow ? vec3(0.,0.,0.) : final_pixel.xyz, res > adjusted_dissolve ? (shadow ? final_pixel.a*0.3: final_pixel.a) : .0); } extern PRECISION vec2 mouse_screen_pos; extern PRECISION float hovering; extern PRECISION float screen_scale; #ifdef VERTEX vec4 position( mat4 transform_projection, vec4 vertex_position ) { if (hovering <= 0.){ return transform_projection * vertex_position; } float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy); vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale; float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist)) *hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist); return transform_projection * vertex_position + vec4(0,0,0,scale); } #endif