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tv.frag
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
// The content from common.glsl is automatically prepended to each shader effect.
uniform vec4 uColor;
const float BLUR_WIDTH = 0.01; // Width of the gradients.
const float TB_TIME = 0.7; // Relative time for the top/bottom animation.
const float LR_TIME = 0.4; // Relative time for the left/right animation.
const float LR_DELAY = 0.6; // Delay after which the left/right animation starts.
const float FF_TIME = 0.1; // Relative time for the final fade to transparency.
const float SCALING = 0.5; // Additional vertical scaling of the window.
void main() {
float prog = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress);
// Scale down the window vertically.
float scale = 1.0 / mix(1.0, SCALING, prog) - 1.0;
vec2 coords = iTexCoord.st;
coords.y = coords.y * (scale + 1.0) - scale * 0.5;
// All of these are in [0..1] during the different stages of the animation.
// tb refers to the top-bottom animation.
// lr refers to the left-right animation.
// ff refers to the final fade animation.
float tbProg = smoothstep(0.0, 1.0, clamp(prog / TB_TIME, 0.0, 1.0));
float lrProg = smoothstep(0.0, 1.0, clamp((prog - LR_DELAY) / LR_TIME, 0.0, 1.0));
float ffProg = smoothstep(0.0, 1.0, clamp((prog - 1.0 + FF_TIME) / FF_TIME, 0.0, 1.0));
// This is a top-center-bottom gradient in [0..1..0]
float tb = coords.y * 2.0;
tb = tb < 1.0 ? tb : 2.0 - tb;
// This is a left-center-right gradient in [0..1..0]
float lr = coords.x * 2.0;
lr = lr < 1.0 ? lr : 2.0 - lr;
// Combine the progress values with the gradients to create the alpha masks.
float tbMask = 1.0 - smoothstep(0.0, 1.0, clamp((tbProg - tb) / BLUR_WIDTH, 0.0, 1.0));
float lrMask = 1.0 - smoothstep(0.0, 1.0, clamp((lrProg - lr) / BLUR_WIDTH, 0.0, 1.0));
float ffMask = 1.0 - smoothstep(0.0, 1.0, ffProg);
// Assemble the final alpha value.
float mask = tbMask * lrMask * ffMask;
vec4 oColor = getInputColor(coords);
oColor.rgb =
mix(oColor.rgb, uColor.rgb * oColor.a, uColor.a * smoothstep(0.0, 1.0, prog));
oColor.a *= mask;
// These are pretty useful for understanding how this works.
// oColor = vec4(vec3(tbMask), 1);
// oColor = vec4(vec3(lrMask), 1);
// oColor = vec4(vec3(ffMask), 1);
// oColor = vec4(vec3(mask), 1);
setOutputColor(oColor);
}