Initial Commit

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kossLAN 2025-06-10 12:16:28 -04:00
parent 4b94f8f3a2
commit 46c46bcabb
Signed by: kossLAN
SSH key fingerprint: SHA256:bdV0x+wdQHGJ6LgmstH3KV8OpWY+OOFmJcPcB0wQPV8
6 changed files with 392 additions and 0 deletions

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shaders/liquid-glass.frag Normal file
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#version 440
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 warpStrength;
float flowSpeed;
float scale;
float edgeReflectionStrength;
float edgeReflectionWidth;
} ubuf;
layout(binding = 1) uniform sampler2D source;
// Smooth noise function for organic liquid movement
float noise(vec2 p) {
return sin(p.x * 1.5) * sin(p.y * 1.5);
}
// Fractal noise for more complex patterns
float fbm(vec2 p) {
float value = 0.0;
float amplitude = 0.5;
for(int i = 0; i < 4; i++) {
value += amplitude * noise(p);
p *= 2.0;
amplitude *= 0.5;
}
return value;
}
void main() {
vec2 uv = qt_TexCoord0;
// Create flowing liquid-like distortion
vec2 flowDir1 = vec2(
fbm(uv * ubuf.scale + ubuf.time * ubuf.flowSpeed),
fbm(uv * ubuf.scale + ubuf.time * ubuf.flowSpeed + 100.0)
);
vec2 flowDir2 = vec2(
fbm(uv * ubuf.scale * 0.7 - ubuf.time * ubuf.flowSpeed * 0.8 + 200.0),
fbm(uv * ubuf.scale * 0.7 - ubuf.time * ubuf.flowSpeed * 0.8 + 300.0)
);
// Combine flows for more organic movement
vec2 finalFlow = (flowDir1 + flowDir2 * 0.5) * ubuf.warpStrength * 0.01;
// Apply subtle chromatic aberration
float aberration = length(finalFlow) * 0.5;
vec2 distortedUV = uv + finalFlow;
// Sample with slight chromatic separation for main glass effect
float r = texture(source, distortedUV + vec2(aberration, 0.0)).r;
float g = texture(source, distortedUV).g;
float b = texture(source, distortedUV - vec2(aberration, 0.0)).b;
vec4 glassColor = vec4(r, g, b, 1.0);
// Simple edge reflection
float edgeWidth = ubuf.edgeReflectionWidth;
// Calculate distance from edges
float distFromLeft = uv.x;
float distFromRight = 1.0 - uv.x;
float distFromTop = uv.y;
float distFromBottom = 1.0 - uv.y;
// Find the minimum distance to any edge
float minDistToEdge = min(min(distFromLeft, distFromRight), min(distFromTop, distFromBottom));
// Create edge mask
float edgeMask = smoothstep(edgeWidth, 0.0, minDistToEdge);
if (edgeMask > 0.0) {
vec2 reflectionUV = distortedUV;
// Simple reflection logic
if (minDistToEdge == distFromLeft) {
// Left edge - flip horizontally
reflectionUV.x = 0.5 - distortedUV.x;
} else if (minDistToEdge == distFromRight) {
// Right edge - keep as is but sample from further right
reflectionUV.x = distortedUV.x + 0.1;
} else if (minDistToEdge == distFromTop) {
// Top edge - flip vertically
reflectionUV.y = 0.5 - distortedUV.y;
} else {
// Bottom edge - flip vertically
reflectionUV.y = 0.5 - distortedUV.y + 0.1;
}
// Clamp to valid range
reflectionUV = clamp(reflectionUV, 0.0, 1.0);
// Sample reflection with same chromatic aberration
float rRefl = texture(source, reflectionUV + vec2(aberration, 0.0)).r;
float gRefl = texture(source, reflectionUV).g;
float bRefl = texture(source, reflectionUV - vec2(aberration, 0.0)).b;
vec4 reflectionColor = vec4(rRefl, gRefl, bRefl, 1.0);
// Blend reflection with glass effect
glassColor = mix(glassColor, reflectionColor, edgeMask * ubuf.edgeReflectionStrength);
}
// Simple glass overlay enhancement
vec2 centeredUV = (uv - 0.5) * 2.0;
float fresnel = pow(1.0 - abs(dot(normalize(vec3(centeredUV, 1.0)), vec3(0.0, 0.0, 1.0))), 1.5);
// Add subtle white tint and fresnel
glassColor.rgb = mix(glassColor.rgb, vec3(1.0), 0.02 + fresnel * 0.03);
fragColor = glassColor * ubuf.qt_Opacity;
}

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