2022-04-23 14:32:36 +02:00
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#version 440
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2020-09-10 11:40:07 +02:00
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2022-04-23 14:32:36 +02:00
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layout(location=0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float time;
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vec2 resolution;
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} ubuf;
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float hash( float n ) { return fract(sin(n)*753.5453123); }
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// Slight modification of iq's noise function.
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float noise( in vec2 x )
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{
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vec2 p = floor(x);
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vec2 f = fract(x);
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f = f*f*(3.0-2.0*f);
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float n = p.x + p.y*157.0;
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return mix(
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mix( hash(n+ 0.0), hash(n+ 1.0),f.x),
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mix( hash(n+157.0), hash(n+158.0),f.x),
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f.y);
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}
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float fbm(vec2 p, vec3 a)
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{
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float v = 0.0;
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v += noise(p*a.x)*1.20;
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v += noise(p*a.y)*1.20;
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v += noise(p*a.z)*.125;
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return v;
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}
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vec3 drawLines( vec2 uv, vec3 fbmOffset, vec3 color1, vec3 color2, float time )
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{
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float timeVal = time * 0.1;
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vec3 finalColor = vec3( 0.0 );
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for( int i=0; i < 3; ++i )
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{
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float indexAsFloat = float(i);
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float amp = 40.0 + (indexAsFloat*10.0);
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float period = 2.0 + (indexAsFloat+2.0);
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float thickness = mix( 0.9, 1.0, noise(uv*10.0) );
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float t = abs( 0.9 / (sin(uv.x + fbm( uv + timeVal * period, fbmOffset )) * amp) * thickness );
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finalColor += t * color1;
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}
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for( int i=0; i < 0; ++i )
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{
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float indexAsFloat = float(i);
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float amp = 40.0 + (indexAsFloat*7.0);
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float period = 2.0 + (indexAsFloat+8.0);
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float thickness = mix( 0.7, 1.0, noise(uv*10.0) );
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float t = abs( 0.8 / (sin(uv.x + fbm( uv + timeVal * period, fbmOffset )) * amp) * thickness );
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finalColor += t * color2 * 0.6;
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}
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return finalColor;
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2020-09-10 11:40:07 +02:00
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}
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2022-04-23 14:32:36 +02:00
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void main()
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{
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//vec2 uv = ( coord.xy / resolution.xy ) * 1.0 - 1.8;
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//uv.x *= resolution.x/resolution.y;
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//uv.xy = uv.yx;
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vec3 lineColor1 = vec3( 2.3, 0.5, .5 );
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vec3 lineColor2 = vec3( 0.3, 0.5, 2.5 );
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vec3 finalColor = vec3(0.0);
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float t = sin( ubuf.time ) * 0.5 + 0.5;
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float pulse = mix( 0.10, 0.20, t);
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finalColor += drawLines( qt_TexCoord0, vec3( 1.0, 1.0, 8.0), lineColor2, lineColor2, ubuf.time );
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fragColor = vec4( finalColor, 1.0 );
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}
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