39 lines
1.3 KiB
GLSL
39 lines
1.3 KiB
GLSL
float random(vec2 st) {
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return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
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}
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float grid(vec2 c) {
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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.;
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else return 1.;
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}
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vec3 grid_colored(vec2 coords, vec3 col1, vec3 col2) {
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return mix(col1, col2, grid(coords));
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}
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vec4 gen_px_squares(vec2 coords, vec4 color) {
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vec2 coords_ = coords.xy;
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coords = ceil(coords * 32.) / 32.;
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float p = niri_clamped_progress;
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float mix_alpha =
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1. - clamp((p - length(coords)) * 3.0, 0.0, 1.0);
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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.);
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vec3 dblue = vec3(0.419, 0.482, 0.839);
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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 * 0.5);
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else return vec4(0.);
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}
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vec4 open_color(vec3 coords_geo, vec3 size_geo) {
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vec3 coords_tex = niri_geo_to_tex * coords_geo;
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vec4 color = texture2D(niri_tex, coords_tex.st);
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vec2 coords = (coords_geo.xy - vec2(0.5, 0.5)) * size_geo.xy * 2.0;
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coords = coords / length(size_geo.xy);
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return gen_px_squares(coords, color);
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// return vec4(vec3(grid(coords)),1.);
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}
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