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| 1 | +#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH) |
| 2 | + #define MY_HIGHP_OR_MEDIUMP highp |
| 3 | +#else |
| 4 | + #define MY_HIGHP_OR_MEDIUMP mediump |
| 5 | +#endif |
| 6 | + |
| 7 | +extern MY_HIGHP_OR_MEDIUMP vec2 glitched_b; |
| 8 | +extern MY_HIGHP_OR_MEDIUMP number dissolve; |
| 9 | +extern MY_HIGHP_OR_MEDIUMP number time; |
| 10 | +extern MY_HIGHP_OR_MEDIUMP vec4 texture_details; |
| 11 | +extern MY_HIGHP_OR_MEDIUMP vec2 image_details; |
| 12 | +extern bool shadow; |
| 13 | +extern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_1; |
| 14 | +extern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_2; |
| 15 | + |
| 16 | +vec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv) |
| 17 | +{ |
| 18 | + if (dissolve < 0.001) { |
| 19 | + return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, shadow ? tex.a*0.3: tex.a); |
| 20 | + } |
| 21 | + |
| 22 | + 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 |
| 23 | + |
| 24 | + float t = time * 10.0 + 2003.; |
| 25 | + vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a); |
| 26 | + vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a); |
| 27 | + |
| 28 | + vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324)); |
| 29 | + vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532)); |
| 30 | + vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000)); |
| 31 | + |
| 32 | + float field = (1.+ ( |
| 33 | + cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) + |
| 34 | + cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.; |
| 35 | + vec2 borders = vec2(0.2, 0.8); |
| 36 | + |
| 37 | + float res = (.5 + .5* cos( (adjusted_dissolve) / 82.612 + ( field + -.5 ) *3.14)) |
| 38 | + - (floored_uv.x > borders.y ? (floored_uv.x - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve) |
| 39 | + - (floored_uv.y > borders.y ? (floored_uv.y - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve) |
| 40 | + - (floored_uv.x < borders.x ? (borders.x - floored_uv.x)*(5. + 5.*dissolve) : 0.)*(dissolve) |
| 41 | + - (floored_uv.y < borders.x ? (borders.x - floored_uv.y)*(5. + 5.*dissolve) : 0.)*(dissolve); |
| 42 | + |
| 43 | + if (tex.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) { |
| 44 | + if (!shadow && res < adjusted_dissolve + 0.5*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) { |
| 45 | + tex.rgba = burn_colour_1.rgba; |
| 46 | + } else if (burn_colour_2.a > 0.01) { |
| 47 | + tex.rgba = burn_colour_2.rgba; |
| 48 | + } |
| 49 | + } |
| 50 | + |
| 51 | + return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, res > adjusted_dissolve ? (shadow ? tex.a*0.3: tex.a) : .0); |
| 52 | +} |
| 53 | + |
| 54 | +number hue(number s, number t, number h) |
| 55 | +{ |
| 56 | + number hs = mod(h, 1.)*6.; |
| 57 | + if (hs < 1.) return (t-s) * hs + s; |
| 58 | + if (hs < 3.) return t; |
| 59 | + if (hs < 4.) return (t-s) * (4.-hs) + s; |
| 60 | + return s; |
| 61 | +} |
| 62 | + |
| 63 | +vec4 RGB(vec4 c) |
| 64 | +{ |
| 65 | + if (c.y < 0.0001) |
| 66 | + return vec4(vec3(c.z), c.a); |
| 67 | + |
| 68 | + number t = (c.z < .5) ? c.y*c.z + c.z : -c.y*c.z + (c.y+c.z); |
| 69 | + number s = 2.0 * c.z - t; |
| 70 | + return vec4(hue(s,t,c.x + 1./3.), hue(s,t,c.x), hue(s,t,c.x - 1./3.), c.w); |
| 71 | +} |
| 72 | + |
| 73 | +vec4 HSL(vec4 c) |
| 74 | +{ |
| 75 | + number low = min(c.r, min(c.g, c.b)); |
| 76 | + number high = max(c.r, max(c.g, c.b)); |
| 77 | + number delta = high - low; |
| 78 | + number sum = high+low; |
| 79 | + |
| 80 | + vec4 hsl = vec4(.0, .0, .5 * sum, c.a); |
| 81 | + if (delta == .0) |
| 82 | + return hsl; |
| 83 | + |
| 84 | + hsl.y = (hsl.z < .5) ? delta / sum : delta / (2.0 - sum); |
| 85 | + |
| 86 | + if (high == c.r) |
| 87 | + hsl.x = (c.g - c.b) / delta; |
| 88 | + else if (high == c.g) |
| 89 | + hsl.x = (c.b - c.r) / delta + 2.0; |
| 90 | + else |
| 91 | + hsl.x = (c.r - c.g) / delta + 4.0; |
| 92 | + |
| 93 | + hsl.x = mod(hsl.x / 6., 1.); |
| 94 | + return hsl; |
| 95 | +} |
| 96 | + |
| 97 | +vec4 RGBtoHSV(vec4 rgb) |
| 98 | +{ |
| 99 | + vec4 hsv; |
| 100 | + float minVal = min(min(rgb.r, rgb.g), rgb.b); |
| 101 | + float maxVal = max(max(rgb.r, rgb.g), rgb.b); |
| 102 | + float delta = maxVal - minVal; |
| 103 | + |
| 104 | + // Value |
| 105 | + hsv.z = maxVal; |
| 106 | + |
| 107 | + // Saturation |
| 108 | + if (maxVal != 0.0) |
| 109 | + hsv.y = delta / maxVal; |
| 110 | + else { |
| 111 | + // r = g = b = 0, s = 0, v is undefined |
| 112 | + hsv.y = 0.0; |
| 113 | + hsv.x = -1.0; |
| 114 | + return hsv; |
| 115 | + } |
| 116 | + |
| 117 | + // Hue |
| 118 | + if (rgb.r == maxVal) |
| 119 | + hsv.x = (rgb.g - rgb.b) / delta; // between yellow & magenta |
| 120 | + else if (rgb.g == maxVal) |
| 121 | + hsv.x = 2.0 + (rgb.b - rgb.r) / delta; // between cyan & yellow |
| 122 | + else |
| 123 | + hsv.x = 4.0 + (rgb.r - rgb.g) / delta; // between magenta & cyan |
| 124 | + |
| 125 | + hsv.x = hsv.x * (1.0 / 6.0); |
| 126 | + if (hsv.x < 0.0) |
| 127 | + hsv.x += 1.0; |
| 128 | + |
| 129 | + // Alpha |
| 130 | + hsv.w = rgb.a; |
| 131 | + |
| 132 | + return hsv; |
| 133 | +} |
| 134 | + |
| 135 | +vec4 HSVtoRGB(vec4 hsv) { |
| 136 | + vec4 rgb; |
| 137 | + |
| 138 | + float h = hsv.x * 6.0; |
| 139 | + float c = hsv.z * hsv.y; |
| 140 | + float x = c * (1.0 - abs(mod(h, 2.0) - 1.0)); |
| 141 | + float m = hsv.z - c; |
| 142 | + |
| 143 | + if (h < 1.0) { |
| 144 | + rgb = vec4(c, x, 0.0, hsv.a); |
| 145 | + } else if (h < 2.0) { |
| 146 | + rgb = vec4(x, c, 0.0, hsv.a); |
| 147 | + } else if (h < 3.0) { |
| 148 | + rgb = vec4(0.0, c, x, hsv.a); |
| 149 | + } else if (h < 4.0) { |
| 150 | + rgb = vec4(0.0, x, c, hsv.a); |
| 151 | + } else if (h < 5.0) { |
| 152 | + rgb = vec4(x, 0.0, c, hsv.a); |
| 153 | + } else { |
| 154 | + rgb = vec4(c, 0.0, x, hsv.a); |
| 155 | + } |
| 156 | + |
| 157 | + rgb.rgb += m; |
| 158 | + |
| 159 | + return rgb; |
| 160 | +} |
| 161 | + |
| 162 | +float bitxor(float val1, float val2) |
| 163 | +{ |
| 164 | + float outp = 0; |
| 165 | + for(int i = 1; i < 9; i++) outp += floor(mod(mod(floor(val1*pow(2,-i)),pow(2,i))+mod(floor(val2*pow(2,-i)),pow(2,i)),2))*pow(2,i); |
| 166 | + return outp/256; |
| 167 | +} |
| 168 | + |
| 169 | +float mod2(float val1, float mod1) |
| 170 | +{ |
| 171 | + val1 /= mod1; |
| 172 | + val1 -= floor(val1); |
| 173 | + return(mod1 * val1); |
| 174 | +} |
| 175 | + |
| 176 | + |
| 177 | +vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords ) |
| 178 | +{ |
| 179 | + vec4 tex = Texel(texture, texture_coords); |
| 180 | + vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba; |
| 181 | + |
| 182 | + // Dummy, doesn't do anything but at least it makes the shader useable |
| 183 | + if (uv.x > uv.x * 2.){ |
| 184 | + uv = glitched_b; |
| 185 | + } |
| 186 | + |
| 187 | + float mod = glitched_b.r * 1.0; |
| 188 | + |
| 189 | + number low = min(tex.r, min(tex.g, tex.b)); |
| 190 | + number high = max(tex.r, max(tex.g, tex.b)); |
| 191 | + number delta = high - low; |
| 192 | + |
| 193 | + //vec4 hsl = HSL(vec4(tex.r, tex.g, tex.b, tex.a)); |
| 194 | + |
| 195 | + float t = glitched_b.y*2.221 + time; |
| 196 | + vec2 floored_uv = (floor((uv*texture_details.ba)))/texture_details.ba; |
| 197 | + vec2 uv_scaled_centered = (floored_uv - 0.5) * 50.; |
| 198 | + |
| 199 | + vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324)); |
| 200 | + vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532)); |
| 201 | + vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000)); |
| 202 | + |
| 203 | + float field = (1.+ ( |
| 204 | + cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) + |
| 205 | + cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.; |
| 206 | + |
| 207 | + |
| 208 | + vec4 pixel = Texel(texture, texture_coords); |
| 209 | + |
| 210 | + float cx = uv_scaled_centered.x * 1; |
| 211 | + float cy = uv_scaled_centered.y * 1; |
| 212 | + |
| 213 | + float randnum = mod2(floor(4*t), 256)*mod2(floor(4*t), 27); |
| 214 | + randnum = mod2(bitxor(pow(randnum, 3) - randnum + 3, 7 + floor(randnum/11)), 256); |
| 215 | + randnum = mod2(randnum*123.54,0.1)*10; |
| 216 | + |
| 217 | + |
| 218 | + |
| 219 | + vec4 hsl = HSL(vec4(tex.r, tex.g, tex.b, tex.a)); |
| 220 | + |
| 221 | + float xorscale = 10; |
| 222 | + |
| 223 | + // |y| = 50, |x| = 50 |
| 224 | + |
| 225 | + float mbx; |
| 226 | + float mby; |
| 227 | + float offx; |
| 228 | + float offy; |
| 229 | + float rmasksum = -1; |
| 230 | + float rectmask = 1; |
| 231 | + t = floor(t/4); |
| 232 | + |
| 233 | + for(int i = 0; i < 5; i++) |
| 234 | + { |
| 235 | + randnum = bitxor(255*randnum + mod2(t,81), pow(randnum*(16-i), 2)); |
| 236 | + mbx = (cx - 25*sin(100/randnum)) * (1 + 2*(floor(cos(177/randnum + 1)))); |
| 237 | + mby = (cy - 25*cos(113/randnum + 1)) * (1 + 2*(floor(sin(221/randnum)))); |
| 238 | + offx = bitxor(255*randnum, pow(255*randnum,5) - 255*randnum); |
| 239 | + offy = bitxor(255*randnum, pow(255*randnum,5) + 255*randnum); |
| 240 | + offx /= 10; |
| 241 | + offy /= 10; |
| 242 | + rectmask = (-mbx + abs(abs(mbx) + offx) - offx) - (mby - abs(abs(mby) - offy) + offy); |
| 243 | + rmasksum *= -1 * min(0, max(-1, 5 - pow(rectmask, 2))); |
| 244 | + } |
| 245 | + |
| 246 | + float laddermask = pow(sin((23-20*randnum*randnum)*pow(sin(sin(cy*randnum) + pow(sin(cy*randnum),2)),2)),2) * rmasksum; |
| 247 | + |
| 248 | + |
| 249 | + hsl.x += floor(randnum + 0.1) * rmasksum * 4 * randnum * (1 - laddermask);// * bitxor(cx * xorscale, cy * xorscale)/4; |
| 250 | + hsl.y += laddermask * (1 + 2 * rmasksum); |
| 251 | + hsl.z += floor(randnum + 0.2) * (1 + rmasksum) * (1 - 1.5*hsl.z) * 0.1; |
| 252 | + |
| 253 | + tex.rgb = RGB(hsl).rgb; |
| 254 | + |
| 255 | + pixel = vec4(pixel.rgb * 0.0 + tex.rgb * tex.a, pixel.a); |
| 256 | + |
| 257 | + |
| 258 | + |
| 259 | + float res = (.5 + .5* cos( (glitched_b.x) * 2.612 + ( field + -.5 ) *3.14)); |
| 260 | + vec4 textp = RGB(hsl); |
| 261 | + tex.rgb = textp.rgb; |
| 262 | + return dissolve_mask(tex*colour, texture_coords, uv); |
| 263 | +} |
| 264 | + |
| 265 | +extern MY_HIGHP_OR_MEDIUMP vec2 mouse_screen_pos; |
| 266 | +extern MY_HIGHP_OR_MEDIUMP float hovering; |
| 267 | +extern MY_HIGHP_OR_MEDIUMP float screen_scale; |
| 268 | + |
| 269 | +#ifdef VERTEX |
| 270 | +vec4 position( mat4 transform_projection, vec4 vertex_position ) |
| 271 | +{ |
| 272 | + if (hovering <= 0.){ |
| 273 | + return transform_projection * vertex_position; |
| 274 | + } |
| 275 | + float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy); |
| 276 | + vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale; |
| 277 | + float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist)) |
| 278 | + *hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist); |
| 279 | + |
| 280 | + return transform_projection * vertex_position + vec4(0,0,0,scale); |
| 281 | +} |
| 282 | +#endif |
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