93 lines
3.8 KiB
GLSL
93 lines
3.8 KiB
GLSL
#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
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#define PRECISION highp
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#else
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#define PRECISION mediump
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#endif
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// Pseudorandom number generator
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// https://stackoverflow.com/a/34223787
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float rand(vec2 co){
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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extern PRECISION vec2 noisy;
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extern PRECISION number dissolve;
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extern PRECISION number time;
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extern PRECISION vec4 texture_details;
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extern PRECISION vec2 image_details;
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extern bool shadow;
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extern PRECISION vec4 burn_colour_1;
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extern PRECISION vec4 burn_colour_2;
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vec4 dissolve_mask(vec4 final_pixel, vec2 texture_coords, vec2 uv);
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vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords )
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{
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vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba;
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vec4 pixel = Texel(texture, texture_coords);
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float random = rand(uv);
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if (pixel.a > 0.) pixel.a += 0.1*sin(noisy.x) - 0.51;
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return dissolve_mask(vec4(pixel.rgb * random, pixel.a), texture_coords, uv);
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}
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vec4 dissolve_mask(vec4 final_pixel, vec2 texture_coords, vec2 uv)
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{
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if (dissolve < 0.001) {
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return vec4(shadow ? vec3(0.,0.,0.) : final_pixel.xyz, shadow ? final_pixel.a*0.3: final_pixel.a);
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}
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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
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float t = time * 10.0 + 2003.;
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vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);
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vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);
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vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
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vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
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vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));
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float field = (1.+ (
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cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) +
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cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.;
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vec2 borders = vec2(0.2, 0.8);
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float res = (.5 + .5* cos( (adjusted_dissolve) / 82.612 + ( field + -.5 ) *3.14))
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- (floored_uv.x > borders.y ? (floored_uv.x - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)
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- (floored_uv.y > borders.y ? (floored_uv.y - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)
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- (floored_uv.x < borders.x ? (borders.x - floored_uv.x)*(5. + 5.*dissolve) : 0.)*(dissolve)
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- (floored_uv.y < borders.x ? (borders.x - floored_uv.y)*(5. + 5.*dissolve) : 0.)*(dissolve);
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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) {
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if (!shadow && res < adjusted_dissolve + 0.5*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) {
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final_pixel.rgba = burn_colour_1.rgba;
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} else if (burn_colour_2.a > 0.01) {
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final_pixel.rgba = burn_colour_2.rgba;
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}
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}
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return vec4(shadow ? vec3(0.,0.,0.) : final_pixel.xyz, res > adjusted_dissolve ? (shadow ? final_pixel.a*0.3: final_pixel.a) : .0);
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}
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extern PRECISION vec2 mouse_screen_pos;
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extern PRECISION float hovering;
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extern PRECISION float screen_scale;
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#ifdef VERTEX
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vec4 position( mat4 transform_projection, vec4 vertex_position )
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{
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if (hovering <= 0.){
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return transform_projection * vertex_position;
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}
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float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy);
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vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale;
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float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist))
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*hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist);
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return transform_projection * vertex_position + vec4(0,0,0,scale);
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}
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#endif |