156 lines
3.7 KiB
GLSL
156 lines
3.7 KiB
GLSL
layout (location = 0) uniform sampler2D u_src;
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layout(std140) uniform param {
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float distortion_amnesia;
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float distortion_radial;
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float distortion_urgent;
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float raster_whole;
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float aberration_radial;
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float blur_whole;
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float brightness_whole;
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float fade_radial;
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} p;
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in vec2 v_uv;
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out vec4 o_color;
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/* ---- utilities ---- */
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float atan2(in vec2 p){
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return p.x == 0. ? sign(p.y)*PI/2. : atan(p.y, p.x);
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}
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vec2 to_polar(in vec2 p) {
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return vec2(length(p), atan2(p));
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}
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vec2 to_rectangular(in vec2 p) {
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return vec2(cos(p.y)*p.x, sin(p.y)*p.x);
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}
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float rand(in vec2 p) {
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/* https://thebookofshaders.com/13/?lan=jp */
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return fract(sin(dot(p.xy, vec2(12.9898, 78.233)))*43758.5453123);
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}
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float noise(in vec2 _st) {
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/* https://thebookofshaders.com/13/?lan=jp*/
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vec2 i = floor(_st);
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vec2 f = fract(_st);
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float a = rand(i);
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float b = rand(i + vec2(1.0, 0.0));
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float c = rand(i + vec2(0.0, 1.0));
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float d = rand(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return
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mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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float fbm(in vec2 _st) {
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/* https://thebookofshaders.com/13/?lan=jp*/
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const float octaves = 5;
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float v = 0.0;
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float a = 0.5;
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vec2 shift = vec2(100.0);
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mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.50));
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for (int i = 0; i < octaves; ++i) {
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v += a * noise(_st);
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_st = rot * _st * 2.0 + shift;
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a *= 0.5;
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}
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return v;
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}
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/* ---- distortion effects ---- */
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void distortion_amnesia(inout vec2 uv) {
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vec2 a = abs(uv);
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float i = p.distortion_amnesia*(1.-pow(max(a.x, a.y), 2.));
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uv += (fbm(uv)-.5)*i;
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}
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void distortion_radial(inout vec2 polar) {
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float i = p.distortion_radial + 1.;
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const float sqrt2 = sqrt(2.);
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polar.x = (1. - pow(abs(1. - polar.x/sqrt2), i))*sqrt2 / i;
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}
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void distortion_urgent(inout vec2 polar) {
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float i = p.distortion_urgent;
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polar.x += pow(polar.x, 2.)*sin(polar.y*20.)*.2*i;
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polar.x /= i+1.;
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}
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void raster_whole(inout vec2 uv) {
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uv.x += sin(v_uv.y*PI*2./uni.aa*5.)*.05*p.raster_whole;
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}
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/* ---- color effects ---- */
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void aberration_radial(inout vec4 color, in vec2 uv) {
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float a = length(v_uv)/sqrt(2.);
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vec2 e = 4./uni.resolution*pow(a, 4.)*p.aberration_radial;
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color = vec4(
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texture(u_src, uv+e).r,
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color.g,
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texture(u_src, uv-e).b,
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1.);
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}
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void blur_whole(inout vec4 color, in vec2 uv) {
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if (p.blur_whole <= 0.) return;
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vec2 e1 = vec2(1./uni.resolution.x, 0.);
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vec2 e2 = vec2(0., 1./uni.resolution.y);
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vec4 neighbors =
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texture(u_src, uv+e1+.0) +
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texture(u_src, uv+e1+e2) +
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texture(u_src, uv+.0+e2) +
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texture(u_src, uv-e1+e2) +
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texture(u_src, uv-e1+.0) +
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texture(u_src, uv-e1-e2) +
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texture(u_src, uv+.0-e2) +
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texture(u_src, uv+e1-e2);
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color = mix(color, neighbors/8., p.blur_whole);
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}
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void contrast_whole(inout vec4 color) {
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color = pow(color, vec4(1.4));
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}
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void monochromize_whole(inout vec4 color) {
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color = min(color, vec4(max(color.r, max(color.g, color.b)))*.95);
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}
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void brightness_whole(inout vec4 color) {
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color *= p.brightness_whole;
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}
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void fade_radial(inout vec4 color, in vec2 polar) {
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float i = p.fade_radial;
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color.rgb *= clamp(1.-i*max(polar.x-(1.-i), 0.), 0., 1.);
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}
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void main(void) {
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vec2 uv = v_uv;
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/* distortion effect */
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distortion_amnesia(uv);
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vec2 polar = to_polar(uv);
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distortion_radial(polar);
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distortion_urgent(polar);
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uv = to_rectangular(polar);
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raster_whole(uv);
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/* color effect */
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uv = (uv+1.)/2.;
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o_color = texture(u_src, uv);
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aberration_radial(o_color, uv);
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blur_whole(o_color, uv);
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contrast_whole(o_color);
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monochromize_whole(o_color);
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brightness_whole(o_color);
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fade_radial(o_color, polar);
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}
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