mirror of
https://github.com/Rezmason/matrix.git
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39 lines
1.1 KiB
GLSL
39 lines
1.1 KiB
GLSL
precision mediump float;
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varying vec2 vUV;
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uniform float aspectRatio, cameraAspectRatio;
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uniform float time;
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uniform vec3 clicks[5];
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform sampler2D cameraTex;
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void main() {
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float intensity = 0.0;
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for (int i = 0; i < 5; i++) {
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vec3 click = clicks[i];
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float distanceToClick = length((click.xy - vUV) * vec2(aspectRatio, 1.0));
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float elapsedTime = clamp(time - click.z, -100.0, 100.0);
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float t = distanceToClick - elapsedTime * 0.5;
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intensity += sin(t * 40.0) / t;
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}
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intensity *= 0.2;
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vec2 uv = vUV + intensity * 0.001;
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float webcamAspectAdjust = cameraAspectRatio / aspectRatio;
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vec2 webcamTransform = vec2(1.0, webcamAspectAdjust);
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if (webcamAspectAdjust > 1.0) {
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webcamTransform = vec2(1.0 / webcamAspectAdjust, 1.0);
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}
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vec2 webcamUV = ((uv - 0.5) * webcamTransform) + 0.5;
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vec3 webcam = texture2D(cameraTex, 1.0 - webcamUV).rgb;
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webcam *= mix(vec3(0.1, 0.3, 0.0), vec3(0.9, 1.0, 0.7), 1.0 - length(vUV - 0.5) * 1.5);
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vec3 code = mix(webcam, vec3(0.7, 1.0, 0.4), texture2D(tex, uv).r * (1.0 + intensity * 0.3) + texture2D(bloomTex, uv).r * 0.5);
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gl_FragColor = vec4(code, 1.0);
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}
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