vibe out them edge reflections
This commit is contained in:
parent
78964344d2
commit
8845996c8c
3 changed files with 121 additions and 18 deletions
|
|
@ -10,6 +10,8 @@ layout(std140, binding = 0) uniform buf {
|
|||
float warpStrength;
|
||||
float flowSpeed;
|
||||
float scale;
|
||||
float edgeReflectionStrength;
|
||||
float edgeReflectionWidth;
|
||||
} ubuf;
|
||||
|
||||
layout(binding = 1) uniform sampler2D source;
|
||||
|
|
@ -49,16 +51,72 @@ void main() {
|
|||
// Combine flows for more organic movement
|
||||
vec2 finalFlow = (flowDir1 + flowDir2 * 0.5) * ubuf.warpStrength * 0.01;
|
||||
|
||||
// Apply subtle chromatic aberration like Apple's effect
|
||||
// Apply subtle chromatic aberration
|
||||
float aberration = length(finalFlow) * 0.5;
|
||||
|
||||
vec2 distortedUV = uv + finalFlow;
|
||||
|
||||
// Sample with slight chromatic separation
|
||||
// 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;
|
||||
|
||||
fragColor = vec4(r, g, b, 1.0) * ubuf.qt_Opacity;
|
||||
vec4 glassColor = vec4(r, g, b, 1.0);
|
||||
|
||||
// Simple edge reflection - back to what worked
|
||||
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 = 1.0 - 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 = 1.0 - distortedUV.y;
|
||||
} else {
|
||||
// Bottom edge - flip vertically
|
||||
reflectionUV.y = 1.0 - 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;
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue