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DankMaterialShell/Shaders/frag/wp_iris_bloom.frag

97 lines
3.3 KiB
GLSL

// ===== wp_iris_bloom.frag =====
#version 450
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D source1;
layout(binding = 2) uniform sampler2D source2;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float progress;
float centerX;
float centerY;
float smoothness;
float aspectRatio;
float fillMode;
float imageWidth1;
float imageHeight1;
float imageWidth2;
float imageHeight2;
float screenWidth;
float screenHeight;
vec4 fillColor;
} ubuf;
vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
vec2 transformedUV = uv;
if (ubuf.fillMode < 0.5) {
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
vec2 imagePixel = screenPixel - imageOffset;
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
}
else if (ubuf.fillMode < 1.5) {
float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
}
else if (ubuf.fillMode < 2.5) {
float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(scaledImageSize)) * 0.5;
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
vec2 imagePixel = (screenPixel - offset) / scale;
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
}
return transformedUV;
}
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
vec2 tuv = calculateUV(uv, imgWidth, imgHeight);
if (tuv.x < 0.0 || tuv.x > 1.0 || tuv.y < 0.0 || tuv.y > 1.0) {
return ubuf.fillColor;
}
return texture(tex, tuv);
}
void main() {
vec2 uv = qt_TexCoord0;
vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
float edgeSoft = mix(0.001, 0.45, ubuf.smoothness * ubuf.smoothness);
vec2 center = vec2(ubuf.centerX, ubuf.centerY);
vec2 acUv = vec2(uv.x * ubuf.aspectRatio, uv.y);
vec2 acCenter = vec2(center.x * ubuf.aspectRatio, center.y);
vec2 q = acUv - acCenter;
float maxX = max(center.x * ubuf.aspectRatio, (1.0 - center.x) * ubuf.aspectRatio);
float maxY = max(center.y, 1.0 - center.y);
float maxDist = length(vec2(maxX, maxY));
float p = ubuf.progress;
p = p * p * (3.0 - 2.0 * p);
float radius = p * maxDist;
// squash factor for the "eye" slit
float squash = mix(0.2, 1.0, p);
q.y /= squash;
float dist = length(q);
float t = smoothstep(radius - edgeSoft, radius + edgeSoft, dist);
vec4 col = mix(color2, color1, t);
if (ubuf.progress <= 0.0) col = color1;
if (ubuf.progress >= 1.0) col = color2;
fragColor = col * ubuf.qt_Opacity;
}