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ScreenPlay/ScreenPlayShader/shaders/lightning.vert

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