nix-configs/modules/desktop/home/niri/shaders/glitch-open.frag

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float random(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}
float grid(vec2 c) {
if (mod((c.s * 512.) + random(c * niri_clamped_progress), 8.) >= 7.|| mod((c.t * 512.) + random(c * niri_clamped_progress), 8.) >= 7.) return 0.;
else return 1.;
}
vec3 grid_colored(vec2 coords, vec3 col1, vec3 col2) {
return mix(col1, col2, grid(coords));
}
vec4 gen_px_squares(vec2 coords, vec4 color) {
vec2 coords_ = coords.xy;
coords = ceil(coords * 32.) / 32.;
float p = niri_clamped_progress;
float mix_alpha =
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clamp((1. - clamp((p - length(coords)) * 3.0, 0.0, 1.0)) * 1.3, 0., 1.);
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// vec4 blue = vec4(0.3568, 0.8078, 0.9803, color.a);
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// vec3 blue = vec3(0.552, 0.631, 1.);
// vec3 dblue = vec3(0.419, 0.482, 0.839);
// vec3 dblue = vec3(float(0xd6) / 255., float(0x5d) / 255., float(0x0e) / 255.);
// vec3 blue = vec3(float(0xfe) / 255., float(0x80) / 255., float(0x19) / 255.);
vec3 dblue = vec3(float(0xdd) / 255., float(0xdd) / 255., float(0xdd) / 255.);
vec3 blue = vec3(float(0x55) / 255., float(0x7f) / 255., float(0xff) / 255.);
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if (color.a != 0. && p * p >= dot(coords, coords))
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return mix(color, vec4(grid_colored(coords_, dblue, blue), color.a), mix_alpha);
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else return vec4(0.);
}
vec4 open_color(vec3 coords_geo, vec3 size_geo) {
vec3 coords_tex = niri_geo_to_tex * coords_geo;
vec4 color = texture2D(niri_tex, coords_tex.st);
vec2 coords = (coords_geo.xy - vec2(0.5, 0.5)) * size_geo.xy * 2.0;
coords = coords / length(size_geo.xy);
return gen_px_squares(coords, color);
// return vec4(vec3(grid(coords)),1.);
}