add noctalia and fuzzel
This commit is contained in:
@@ -0,0 +1,75 @@
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(std140, binding = 0) uniform buf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float time;
|
||||
float itemWidth;
|
||||
float itemHeight;
|
||||
vec4 bgColor;
|
||||
float cornerRadius;
|
||||
} ubuf;
|
||||
|
||||
// Signed distance function for rounded rectangle
|
||||
float roundedBoxSDF(vec2 center, vec2 size, float radius) {
|
||||
vec2 q = abs(center) - size + radius;
|
||||
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius;
|
||||
}
|
||||
|
||||
void main() {
|
||||
// Aspect ratio correction
|
||||
float aspect = ubuf.itemWidth / ubuf.itemHeight;
|
||||
vec2 uv = qt_TexCoord0;
|
||||
uv.x *= aspect;
|
||||
uv.y = 1.0 - uv.y;
|
||||
|
||||
float iTime = ubuf.time * 0.15;
|
||||
|
||||
float snow = 0.0;
|
||||
|
||||
for (int k = 0; k < 6; k++) {
|
||||
for (int i = 0; i < 12; i++) {
|
||||
float cellSize = 2.0 + (float(i) * 3.0);
|
||||
float downSpeed = 0.3 + (sin(iTime * 0.4 + float(k + i * 20)) + 1.0) * 0.00008;
|
||||
|
||||
vec2 uvAnim = uv + vec2(
|
||||
0.01 * sin((iTime + float(k * 6185)) * 0.6 + float(i)) * (5.0 / float(i + 1)),
|
||||
downSpeed * (iTime + float(k * 1352)) * (1.0 / float(i + 1))
|
||||
);
|
||||
|
||||
vec2 uvStep = (ceil((uvAnim) * cellSize - vec2(0.5, 0.5)) / cellSize);
|
||||
float x = fract(sin(dot(uvStep.xy, vec2(12.9898 + float(k) * 12.0, 78.233 + float(k) * 315.156))) * 43758.5453 + float(k) * 12.0) - 0.5;
|
||||
float y = fract(sin(dot(uvStep.xy, vec2(62.2364 + float(k) * 23.0, 94.674 + float(k) * 95.0))) * 62159.8432 + float(k) * 12.0) - 0.5;
|
||||
|
||||
float randomMagnitude1 = sin(iTime * 2.5) * 0.7 / cellSize;
|
||||
float randomMagnitude2 = cos(iTime * 1.65) * 0.7 / cellSize;
|
||||
|
||||
float d = 5.0 * distance((uvStep.xy + vec2(x * sin(y), y) * randomMagnitude1 + vec2(y, x) * randomMagnitude2), uvAnim.xy);
|
||||
|
||||
float omiVal = fract(sin(dot(uvStep.xy, vec2(32.4691, 94.615))) * 31572.1684);
|
||||
if (omiVal < 0.03) {
|
||||
float newd = (x + 1.0) * 0.4 * clamp(1.9 - d * (15.0 + (x * 6.3)) * (cellSize / 1.4), 0.0, 1.0);
|
||||
snow += newd;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Blend white snow over background color
|
||||
float snowAlpha = clamp(snow * 2.0, 0.0, 1.0);
|
||||
vec3 snowColor = vec3(1.0);
|
||||
vec3 blended = mix(ubuf.bgColor.rgb, snowColor, snowAlpha);
|
||||
|
||||
// Apply rounded corner mask
|
||||
vec2 pixelPos = qt_TexCoord0 * vec2(ubuf.itemWidth, ubuf.itemHeight);
|
||||
vec2 center = pixelPos - vec2(ubuf.itemWidth, ubuf.itemHeight) * 0.5;
|
||||
vec2 halfSize = vec2(ubuf.itemWidth, ubuf.itemHeight) * 0.5;
|
||||
float dist = roundedBoxSDF(center, halfSize, ubuf.cornerRadius);
|
||||
float cornerMask = 1.0 - smoothstep(-1.0, 0.0, dist);
|
||||
|
||||
// Output with premultiplied alpha
|
||||
float finalAlpha = ubuf.qt_Opacity * cornerMask;
|
||||
fragColor = vec4(blended * finalAlpha, finalAlpha);
|
||||
}
|
||||
Reference in New Issue
Block a user