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64
shaders/liquid-glass.frag
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64
shaders/liquid-glass.frag
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#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float time;
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float warpStrength;
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float flowSpeed;
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float scale;
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} ubuf;
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layout(binding = 1) uniform sampler2D source;
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// Smooth noise function for organic liquid movement
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float noise(vec2 p) {
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return sin(p.x * 1.5) * sin(p.y * 1.5);
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}
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// Fractal noise for more complex patterns
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float fbm(vec2 p) {
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float value = 0.0;
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float amplitude = 0.5;
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for(int i = 0; i < 4; i++) {
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value += amplitude * noise(p);
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p *= 2.0;
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amplitude *= 0.5;
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}
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return value;
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}
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void main() {
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vec2 uv = qt_TexCoord0;
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// Create flowing liquid-like distortion
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vec2 flowDir1 = vec2(
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fbm(uv * ubuf.scale + ubuf.time * ubuf.flowSpeed),
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fbm(uv * ubuf.scale + ubuf.time * ubuf.flowSpeed + 100.0)
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);
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vec2 flowDir2 = vec2(
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fbm(uv * ubuf.scale * 0.7 - ubuf.time * ubuf.flowSpeed * 0.8 + 200.0),
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fbm(uv * ubuf.scale * 0.7 - ubuf.time * ubuf.flowSpeed * 0.8 + 300.0)
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);
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// Combine flows for more organic movement
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vec2 finalFlow = (flowDir1 + flowDir2 * 0.5) * ubuf.warpStrength * 0.01;
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// Apply subtle chromatic aberration like Apple's effect
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float aberration = length(finalFlow) * 0.5;
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vec2 distortedUV = uv + finalFlow;
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// Sample with slight chromatic separation
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float r = texture(source, distortedUV + vec2(aberration, 0.0)).r;
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float g = texture(source, distortedUV).g;
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float b = texture(source, distortedUV - vec2(aberration, 0.0)).b;
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fragColor = vec4(r, g, b, 1.0) * ubuf.qt_Opacity;
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}
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BIN
shaders/liquid-glass.frag.qsb
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BIN
shaders/liquid-glass.frag.qsb
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