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| 1 | +// SPDX-FileCopyrightText: 2026 fuddlesworth |
| 2 | +// SPDX-License-Identifier: GPL-3.0-or-later |
| 3 | + |
| 4 | +#version 450 |
| 5 | + |
| 6 | +layout(location = 0) in vec2 vTexCoord; |
| 7 | +layout(location = 1) in vec2 vFragCoord; |
| 8 | + |
| 9 | +layout(location = 0) out vec4 fragColor; |
| 10 | + |
| 11 | +#include <common.glsl> |
| 12 | +#include <audio.glsl> |
| 13 | + |
| 14 | +/* |
| 15 | + * MOSAIC PULSE — Audio-Reactive Stained Glass Mosaic |
| 16 | + * |
| 17 | + * Colorful tiled mosaic grid with random shapes (circles, diamonds, squares), |
| 18 | + * HSL color variation, sparkles, grid lines, and dithered posterization. |
| 19 | + * Bass drives shape pulse, mids shift hue, treble triggers sparkles. |
| 20 | + * |
| 21 | + * Parameters (customParams): |
| 22 | + * [0].x = gridDensity — number of vertical tiles |
| 23 | + * [0].y = edgeSoftness — shape edge anti-alias width |
| 24 | + * [0].z = gridLineWeight — grid line darkness (0=none, 1=full) |
| 25 | + * [0].w = posterize — color quantization levels |
| 26 | + * [1].x = shapeChance — probability a cell gets a shape (0-1) |
| 27 | + * [1].y = shapeSize — base shape radius |
| 28 | + * [1].z = sparkleChance — probability a cell gets a sparkle (0-1) |
| 29 | + * [1].w = speed — animation speed multiplier |
| 30 | + * [2].x = reactivity — audio sensitivity multiplier |
| 31 | + * [2].y = fillOpacity — zone fill alpha |
| 32 | + * |
| 33 | + * Colors: |
| 34 | + * customColors[0] = hue center (default: steel blue #4488cc) |
| 35 | + * customColors[1] = shape tint (default: warm white #fffff2) |
| 36 | + */ |
| 37 | + |
| 38 | +// ─── Mosaic noise (prefixed to avoid common.glsl collision) ────── |
| 39 | + |
| 40 | +float mosaicHash(vec2 p) { |
| 41 | + return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); |
| 42 | +} |
| 43 | + |
| 44 | +float mosaicNoise(vec2 p) { |
| 45 | + vec2 i = floor(p), f = fract(p); |
| 46 | + vec2 u = f * f * (3.0 - 2.0 * f); |
| 47 | + return mix( |
| 48 | + mix(mosaicHash(i), mosaicHash(i + vec2(1.0, 0.0)), u.x), |
| 49 | + mix(mosaicHash(i + vec2(0.0, 1.0)), mosaicHash(i + vec2(1.0, 1.0)), u.x), |
| 50 | + u.y |
| 51 | + ); |
| 52 | +} |
| 53 | + |
| 54 | +float mosaicFbm(vec2 p) { |
| 55 | + float v = 0.0, a = 0.5; |
| 56 | + for (int i = 0; i < 4; i++) { |
| 57 | + v += a * mosaicNoise(p); |
| 58 | + p *= 2.0; |
| 59 | + a *= 0.5; |
| 60 | + } |
| 61 | + return v; |
| 62 | +} |
| 63 | + |
| 64 | +// ─── HSL → RGB ─────────────────────────────────────────────────── |
| 65 | + |
| 66 | +vec3 hsl2rgb(vec3 c) { |
| 67 | + vec3 rgb = clamp( |
| 68 | + abs(mod(c.x * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, |
| 69 | + 0.0, 1.0 |
| 70 | + ); |
| 71 | + return c.z + c.y * (rgb - 0.5) * (1.0 - abs(2.0 * c.z - 1.0)); |
| 72 | +} |
| 73 | + |
| 74 | +// ─── Shape SDF: 0=circle, 1=diamond, 2=square, 3=cross ────────── |
| 75 | + |
| 76 | +float shapeSDF(vec2 p, int t) { |
| 77 | + if (t == 0) return length(p); |
| 78 | + if (t == 1) return abs(p.x) + abs(p.y); |
| 79 | + if (t == 2) return max(abs(p.x), abs(p.y)); |
| 80 | + return min(abs(p.x), abs(p.y)); |
| 81 | +} |
| 82 | + |
| 83 | +// ─── Per-zone rendering ───────────────────────────────────────── |
| 84 | + |
| 85 | +vec4 renderZone(vec2 fragCoord, vec4 rect, vec4 fillColor, vec4 borderColor, |
| 86 | + vec4 params, bool isHighlighted, |
| 87 | + float bass, float mids, float treble, float overall, bool hasAudio) |
| 88 | +{ |
| 89 | + float borderRadius = max(params.x, 6.0); |
| 90 | + float borderWidth = max(params.y, 2.5); |
| 91 | + |
| 92 | + // Parameters with defaults |
| 93 | + float gridDensity = customParams[0].x >= 0.0 ? customParams[0].x : 64.0; |
| 94 | + float edgeSoftness = customParams[0].y >= 0.0 ? customParams[0].y : 0.18; |
| 95 | + float gridLineW = customParams[0].z >= 0.0 ? customParams[0].z : 0.75; |
| 96 | + float posterLevels = customParams[0].w >= 0.0 ? customParams[0].w : 8.0; |
| 97 | + float shapeChance = customParams[1].x >= 0.0 ? customParams[1].x : 0.62; |
| 98 | + float shapeSize = customParams[1].y >= 0.0 ? customParams[1].y : 0.26; |
| 99 | + float sparkleChance = customParams[1].z >= 0.0 ? customParams[1].z : 0.04; |
| 100 | + float speed = customParams[1].w >= 0.0 ? customParams[1].w : 1.25; |
| 101 | + float reactivity = customParams[2].x >= 0.0 ? customParams[2].x : 1.5; |
| 102 | + float fillOpacity = customParams[2].y >= 0.0 ? customParams[2].y : 0.9; |
| 103 | + |
| 104 | + // Colors — fallbacks match the original ShaderToy palette |
| 105 | + // hueCenter: #4099BF ≈ HSL hue 0.55 (cyan-blue, matching the original 0.55 center) |
| 106 | + vec3 hueCenter = colorWithFallback(customColors[0].rgb, vec3(0.251, 0.6, 0.749)); |
| 107 | + vec3 shapeTint = colorWithFallback(customColors[1].rgb, vec3(1.0, 1.0, 0.949)); |
| 108 | + |
| 109 | + // ── Highlighted vs dormant ────────────────────────────── |
| 110 | + float vitality = isHighlighted ? 1.0 : 0.3; |
| 111 | + |
| 112 | + if (isHighlighted) { |
| 113 | + reactivity *= 1.4; |
| 114 | + speed *= 1.2; |
| 115 | + } else { |
| 116 | + hueCenter = mix(hueCenter, vec3(luminance(hueCenter)), 0.5); |
| 117 | + shapeTint = mix(shapeTint, vec3(luminance(shapeTint)), 0.4); |
| 118 | + reactivity *= 0.5; |
| 119 | + speed *= 0.6; |
| 120 | + } |
| 121 | + |
| 122 | + // Zone geometry |
| 123 | + vec2 rectPos = zoneRectPos(rect); |
| 124 | + vec2 rectSize = zoneRectSize(rect); |
| 125 | + vec2 center = rectPos + rectSize * 0.5; |
| 126 | + vec2 p = fragCoord - center; |
| 127 | + vec2 localUV = zoneLocalUV(fragCoord, rectPos, rectSize); |
| 128 | + float d = sdRoundedBox(p, rectSize * 0.5, borderRadius); |
| 129 | + |
| 130 | + float energy = hasAudio ? overall * reactivity : 0.0; |
| 131 | + float idlePulse = hasAudio ? 0.0 : (0.5 + 0.5 * sin(iTime * 0.8 * PI)) * 0.5; |
| 132 | + |
| 133 | + vec4 result = vec4(0.0); |
| 134 | + |
| 135 | + // ── Zone interior ─────────────────────────────────────── |
| 136 | + |
| 137 | + if (d < 0.0) { |
| 138 | + float t = iTime * speed; |
| 139 | + |
| 140 | + // Derive base hue from hueCenter color (RGB → HSL hue via atan2) |
| 141 | + float hueCenterVal = fract(atan( |
| 142 | + 1.732 * (hueCenter.g - hueCenter.b), |
| 143 | + 2.0 * hueCenter.r - hueCenter.g - hueCenter.b |
| 144 | + ) / TAU); |
| 145 | + |
| 146 | + // Audio modulation |
| 147 | + float audioHueShift = hasAudio ? mids * reactivity * 0.15 : 0.0; |
| 148 | + float audioShapePulse = hasAudio ? bass * reactivity * 0.08 : 0.0; |
| 149 | + float audioSparkle = hasAudio ? treble * reactivity : 0.0; |
| 150 | + float audioSatBoost = hasAudio ? overall * reactivity * 0.1 : 0.0; |
| 151 | + float audioLitBoost = hasAudio ? overall * reactivity * 0.08 : 0.0; |
| 152 | + |
| 153 | + // Virtual grid coordinates — screen-space for continuity across zones |
| 154 | + float vh = gridDensity; |
| 155 | + float vw = vh * iResolution.x / max(iResolution.y, 1.0); |
| 156 | + vec2 vUV = fragCoord / max(iResolution.xy, vec2(1.0)) * vec2(vw, vh); |
| 157 | + |
| 158 | + vec2 cellId = floor(vUV); |
| 159 | + vec2 cellP = fract(vUV) - 0.5; |
| 160 | + vec2 cellNorm = cellId / vec2(vw, vh); |
| 161 | + |
| 162 | + // Per-cell audio mapping: map cell x-position to spectrum |
| 163 | + float cellSpecU = cellNorm.x; |
| 164 | + float cellAudio = hasAudio ? audioBarSmooth(cellSpecU) * reactivity : 0.0; |
| 165 | + |
| 166 | + // ── Tile background color (HSL) ────────────────────── |
| 167 | + float n = mosaicFbm(cellId * 0.35 + t * 0.15); |
| 168 | + |
| 169 | + float hue = hueCenterVal |
| 170 | + + 0.25 * n |
| 171 | + + 0.05 * sin(cellNorm.x * 4.0 + t) |
| 172 | + + 0.05 * cos(cellNorm.y * 3.0 - t) |
| 173 | + + audioHueShift; |
| 174 | + hue += (mosaicHash(cellId + 123.4) - 0.5) * 0.3; |
| 175 | + hue = fract(hue); |
| 176 | + |
| 177 | + float sat = 0.4 + 0.15 * mosaicFbm(cellId * 0.6 - t * 0.2) + audioSatBoost; |
| 178 | + sat += (mosaicHash(cellId + 234.5) - 0.5) * 0.25; |
| 179 | + sat = clamp(sat, 0.2, 0.8); |
| 180 | + |
| 181 | + float lit = 0.55 + 0.25 * mosaicFbm(cellId * 0.2 + t) + audioLitBoost; |
| 182 | + lit += (mosaicHash(cellId + 345.6) - 0.5) * 0.25; |
| 183 | + // Per-cell audio brightness boost |
| 184 | + lit += cellAudio * 0.15; |
| 185 | + lit = clamp(lit, 0.35, 0.9); |
| 186 | + |
| 187 | + vec3 bg = hsl2rgb(vec3(hue, sat, lit)); |
| 188 | + vec3 col = bg; |
| 189 | + |
| 190 | + // ── Shape overlay ──────────────────────────────────── |
| 191 | + float rnd = mosaicHash(cellId); |
| 192 | + float shapeThreshold = 1.0 - shapeChance; |
| 193 | + |
| 194 | + if (rnd > shapeThreshold) { |
| 195 | + int stype = int(floor(rnd * 4.0)); |
| 196 | + |
| 197 | + // Base pulse + audio-driven bass pulse |
| 198 | + float pulse = 0.04 * sin(t * 3.0 + rnd * 10.0) |
| 199 | + + 0.03 * mosaicNoise(cellId + t) |
| 200 | + + audioShapePulse |
| 201 | + + cellAudio * 0.04; |
| 202 | + |
| 203 | + float r = shapeSize + pulse; |
| 204 | + |
| 205 | + float sd = shapeSDF(cellP, stype); |
| 206 | + float mask = 1.0 - smoothstep(r, r + edgeSoftness, sd); |
| 207 | + |
| 208 | + // Shape palette — original pastels, subtly tinted by shapeTint |
| 209 | + vec3 pal[4]; |
| 210 | + pal[0] = vec3(1.0, 0.95, 0.85) * shapeTint; // warm white |
| 211 | + pal[1] = vec3(0.85, 0.92, 1.0) * shapeTint; // cool white |
| 212 | + pal[2] = vec3(1.0, 0.82, 0.9) * shapeTint; // pink white |
| 213 | + pal[3] = vec3(0.9, 1.0, 0.85) * shapeTint; // green white |
| 214 | + |
| 215 | + int cid = int(floor(mosaicHash(cellId + 9.7) * 4.0)); |
| 216 | + vec3 shapeCol = pal[cid]; |
| 217 | + |
| 218 | + // Audio-reactive shape color: bass tints warm, treble tints bright |
| 219 | + if (hasAudio) { |
| 220 | + shapeCol = mix(shapeCol, vec3(1.0, 0.7, 0.3), bass * reactivity * 0.15); |
| 221 | + shapeCol += vec3(0.1) * cellAudio; |
| 222 | + } |
| 223 | + |
| 224 | + col = mix(col, shapeCol, mask); |
| 225 | + } |
| 226 | + |
| 227 | + // ── Sparkles ───────────────────────────────────────── |
| 228 | + float spark = mosaicHash(cellId + 17.3); |
| 229 | + float sparkThreshold = 1.0 - sparkleChance; |
| 230 | + // Treble boosts sparkle chance |
| 231 | + float effectiveSparkThresh = sparkThreshold - audioSparkle * 0.08; |
| 232 | + |
| 233 | + if (spark > effectiveSparkThresh) { |
| 234 | + float sd = length(cellP - vec2(0.3, -0.3)); |
| 235 | + float sparkBright = 1.0 - smoothstep(0.02, 0.2, sd); |
| 236 | + // Audio: treble drives sparkle intensity |
| 237 | + float sparkIntensity = 0.7 + audioSparkle * 0.5; |
| 238 | + col += vec3(1.0, 0.95, 0.8) * sparkBright * sparkIntensity; |
| 239 | + } |
| 240 | + |
| 241 | + // ── Grid lines ─────────────────────────────────────── |
| 242 | + if (gridLineW > 0.01) { |
| 243 | + vec2 g = fract(vUV); |
| 244 | + float line = min(min(g.x, 1.0 - g.x), min(g.y, 1.0 - g.y)); |
| 245 | + float lineDarken = mix(1.0 - gridLineW * 0.25, 1.0, smoothstep(0.0, 0.06, line)); |
| 246 | + col *= lineDarken; |
| 247 | + } |
| 248 | + |
| 249 | + // ── Dithered posterization ─────────────────────────── |
| 250 | + float ditherAmt = 0.04 + audioSparkle * 0.02; |
| 251 | + float dither = mosaicHash(fragCoord + iTime) * ditherAmt; |
| 252 | + col += dither; |
| 253 | + col = floor(col * posterLevels) / posterLevels; |
| 254 | + |
| 255 | + // Dormant desaturation |
| 256 | + if (!isHighlighted) { |
| 257 | + float lum = luminance(col); |
| 258 | + col = mix(col, vec3(lum), 0.4); |
| 259 | + col *= 0.7; |
| 260 | + } |
| 261 | + |
| 262 | + result.rgb = col; |
| 263 | + result.a = mix(fillOpacity * 0.7, fillOpacity, vitality); |
| 264 | + |
| 265 | + // Inner edge glow |
| 266 | + float innerGlow = exp(d / mix(25.0, 12.0, vitality)) * mix(0.04, 0.15, vitality) * (1.0 + energy); |
| 267 | + result.rgb += hueCenter * innerGlow; |
| 268 | + |
| 269 | + // ── Zone label integration ─────────────────────────── |
| 270 | + { |
| 271 | + vec2 labelUv = fragCoord / max(iResolution, vec2(0.001)); |
| 272 | + vec2 texel = 1.0 / max(iResolution, vec2(1.0)); |
| 273 | + |
| 274 | + float halo = 0.0; |
| 275 | + float labelAlpha = texture(uZoneLabels, labelUv).a; |
| 276 | + for (int dy = -3; dy <= 3; dy++) { |
| 277 | + for (int dx = -3; dx <= 3; dx++) { |
| 278 | + vec2 off = vec2(float(dx), float(dy)) * texel * 2.5; |
| 279 | + halo += texture(uZoneLabels, labelUv + off).a; |
| 280 | + } |
| 281 | + } |
| 282 | + halo /= 49.0; |
| 283 | + |
| 284 | + if (halo > 0.005) { |
| 285 | + float haloEdge = halo * (1.0 - labelAlpha); |
| 286 | + vec3 haloColor = mix(hueCenter, shapeTint, 0.5 + 0.5 * sin(iTime * 0.7)); |
| 287 | + float haloBright = haloEdge * (0.4 + energy * 0.8 + bass * 0.6); |
| 288 | + result.rgb += haloColor * haloBright; |
| 289 | + } |
| 290 | + |
| 291 | + if (labelAlpha > 0.01) { |
| 292 | + vec3 boosted = result.rgb * (2.5 + energy * 2.0 + bass * 1.5); |
| 293 | + vec3 labelTint = mix(hueCenter, shapeTint, 0.5 + 0.5 * sin(iTime * 0.5)); |
| 294 | + vec3 hotCore = labelTint * (0.6 + energy * 0.4); |
| 295 | + boosted += hotCore; |
| 296 | + result.rgb = mix(result.rgb, boosted, labelAlpha); |
| 297 | + result.a = max(result.a, labelAlpha); |
| 298 | + } |
| 299 | + } |
| 300 | + } |
| 301 | + |
| 302 | + // ── Border ────────────────────────────────────────────── |
| 303 | + |
| 304 | + float coreWidth = borderWidth * mix(0.5, 0.9, vitality); |
| 305 | + float core = softBorder(d, coreWidth); |
| 306 | + if (core > 0.0) { |
| 307 | + float angle = atan(p.x, -p.y) / TAU + 0.5; |
| 308 | + |
| 309 | + float borderEnergy = 1.0 + energy * mix(0.2, 1.0, vitality) + idlePulse * 0.3; |
| 310 | + vec3 coreColor = hueCenter * mix(1.0, 2.0, vitality) * borderEnergy; |
| 311 | + |
| 312 | + float flowSpeed = mix(0.3, 2.0, vitality); |
| 313 | + float flowRange = mix(0.1, 0.4, vitality); |
| 314 | + float flow = angularNoise(angle, 10.0, -iTime * flowSpeed) * flowRange + (1.0 - flowRange * 0.5); |
| 315 | + coreColor *= flow; |
| 316 | + |
| 317 | + if (isHighlighted) { |
| 318 | + float breathe = 0.8 + 0.2 * sin(iTime * 3.0 + energy * 4.0); |
| 319 | + coreColor *= breathe; |
| 320 | + float accentTrace = angularNoise(angle, 6.0, iTime * 2.5); |
| 321 | + coreColor = mix(coreColor, shapeTint * borderEnergy, accentTrace * 0.3); |
| 322 | + } |
| 323 | + |
| 324 | + coreColor = mix(coreColor, vec3(1.0), core * mix(0.25, 0.6, vitality)); |
| 325 | + |
| 326 | + if (hasAudio && bass > 0.5) { |
| 327 | + float flash = (bass - 0.5) * 2.0 * vitality; |
| 328 | + coreColor = mix(coreColor, vec3(1.0, 0.6, 0.2) * 2.0, flash * core * 0.3); |
| 329 | + } |
| 330 | + |
| 331 | + result.rgb = max(result.rgb, coreColor * core); |
| 332 | + result.a = max(result.a, core); |
| 333 | + } |
| 334 | + |
| 335 | + // ── Outer glow ────────────────────────────────────────── |
| 336 | + |
| 337 | + float baseGlowR = mix(8.0, 20.0, vitality); |
| 338 | + float bassGlowR = mix(10.0, 35.0, vitality); |
| 339 | + float glowRadius = baseGlowR + bassGlowR * (hasAudio ? bass * reactivity : idlePulse) + 5.0 * energy; |
| 340 | + if (d > 0.0 && d < glowRadius) { |
| 341 | + float glowStr = mix(0.12, 0.35, vitality); |
| 342 | + float glow1 = expGlow(d, glowRadius * 0.2, glowStr); |
| 343 | + float glow2 = expGlow(d, glowRadius * 0.5, glowStr * 0.35); |
| 344 | + |
| 345 | + vec3 glowColor = hueCenter; |
| 346 | + if (isHighlighted) { |
| 347 | + float glowAngle = atan(p.x, -p.y) / TAU + 0.5; |
| 348 | + glowColor = mix(hueCenter, shapeTint, angularNoise(glowAngle, 4.0, iTime * 0.8) * 0.5); |
| 349 | + } |
| 350 | + if (hasAudio && bass > 0.3) { |
| 351 | + glowColor = mix(glowColor, vec3(1.0, 0.6, 0.2), (bass - 0.3) * 1.5 * vitality); |
| 352 | + } |
| 353 | + |
| 354 | + result.rgb += glowColor * (glow1 + glow2); |
| 355 | + result.a = max(result.a, (glow1 + glow2) * 0.5); |
| 356 | + } |
| 357 | + |
| 358 | + return result; |
| 359 | +} |
| 360 | + |
| 361 | +// ─── Main ─────────────────────────────────────────────────────── |
| 362 | + |
| 363 | +void main() { |
| 364 | + vec2 fragCoord = vFragCoord; |
| 365 | + vec4 color = vec4(0.0); |
| 366 | + |
| 367 | + if (zoneCount == 0) { |
| 368 | + fragColor = vec4(0.0); |
| 369 | + return; |
| 370 | + } |
| 371 | + |
| 372 | + bool hasAudio = iAudioSpectrumSize > 0; |
| 373 | + float bass = getBass(); |
| 374 | + float mids = getMids(); |
| 375 | + float treble = getTreble(); |
| 376 | + float overall = getOverall(); |
| 377 | + |
| 378 | + for (int i = 0; i < zoneCount && i < 64; i++) { |
| 379 | + vec4 rect = zoneRects[i]; |
| 380 | + if (rect.z <= 0.0 || rect.w <= 0.0) continue; |
| 381 | + |
| 382 | + vec4 zoneColor = renderZone(fragCoord, rect, zoneFillColors[i], |
| 383 | + zoneBorderColors[i], zoneParams[i], zoneParams[i].z > 0.5, |
| 384 | + bass, mids, treble, overall, hasAudio); |
| 385 | + |
| 386 | + color = blendOver(color, zoneColor); |
| 387 | + } |
| 388 | + |
| 389 | + fragColor = clampFragColor(color); |
| 390 | +} |
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