mirror of
https://github.com/MaurycyLiebner/enve.git
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64 lines
1.8 KiB
GLSL
64 lines
1.8 KiB
GLSL
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// Based on :
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// https://www.shadertoy.com/view/MdyfWz
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// "Simple Noise Fade" by Krzysztof Kondrak @k_kondrak
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// enve - 2D animations software
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// Copyright (C) 2016-2020 Maurycy Liebner
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#version 330 core
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layout(location = 0) out vec4 fragColor;
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in vec2 texCoord;
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uniform sampler2D texture;
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uniform float seed;
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uniform float size;
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uniform float sharpness;
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uniform float time;
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const float PI = 3.14159;
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float r(in vec2 p) {
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return fract(cos((p.x + 0.00001*seed)*42.98 + (p.y + 0.00001*seed)*43.23) * 1127.53);
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}
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float n(in vec2 p) {
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vec2 fn = floor(p);
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vec2 sn = smoothstep(vec2(0), vec2(1), fract(p));
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float h1 = mix(r(fn), r(fn + vec2(1,0)), sn.x);
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float h2 = mix(r(fn + vec2(0,1)), r(fn + vec2(1)), sn.x);
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return mix(h1 ,h2, sn.y);
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}
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float noise(in vec2 p) {
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float s = size*0.001;
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return 0.58 * n(p/(32.*s)) +
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0.2 * n(p/(16.*s)) +
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0.1 * n(p/(8.*s)) +
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0.05 * n(p/(4.*s)) +
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0.02 * n(p/(2.*s)) +
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0.0125 * n(p/s);
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}
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void main(void) {
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float t = abs(sin(0.5*PI*time));
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float b = 0.25*(0.75 - 0.749*sharpness);
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float c = smoothstep(t + b, t - b, noise(texCoord * .4));
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fragColor = mix(texture2D(texture, texCoord), vec4(0), c);
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}
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