mirror of
https://gitlab.com/kelteseth/ScreenPlay.git
synced 2024-11-26 04:33:06 +01:00
bb700780ef
Move common qml stuff into ScreenPlayUtil
93 lines
2.2 KiB
GLSL
93 lines
2.2 KiB
GLSL
#version 440
|
|
|
|
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;
|
|
}
|
|
|
|
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 );
|
|
|
|
}
|
|
|