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 = 1. - clamp((p - length(coords)) * 3.0, 0.0, 1.0); // vec4 blue = vec4(0.3568, 0.8078, 0.9803, color.a); vec3 blue = vec3(0.552, 0.631, 1.); vec3 dblue = vec3(0.419, 0.482, 0.839); if (color.a != 0. && p * p >= dot(coords, coords)) return mix(color, vec4(grid_colored(coords_, dblue, blue), color.a), mix_alpha * 0.5); 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.); }