122 lines
3.8 KiB
GLSL
122 lines
3.8 KiB
GLSL
#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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float edgeReflectionStrength;
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float edgeReflectionWidth;
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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
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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 for main glass effect
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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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vec4 glassColor = vec4(r, g, b, 1.0);
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// Simple edge reflection
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float edgeWidth = ubuf.edgeReflectionWidth;
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// Calculate distance from edges
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float distFromLeft = uv.x;
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float distFromRight = 1.0 - uv.x;
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float distFromTop = uv.y;
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float distFromBottom = 1.0 - uv.y;
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// Find the minimum distance to any edge
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float minDistToEdge = min(min(distFromLeft, distFromRight), min(distFromTop, distFromBottom));
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// Create edge mask
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float edgeMask = smoothstep(edgeWidth, 0.0, minDistToEdge);
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if (edgeMask > 0.0) {
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vec2 reflectionUV = distortedUV;
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// Simple reflection logic
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if (minDistToEdge == distFromLeft) {
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// Left edge - flip horizontally
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reflectionUV.x = 0.5 - distortedUV.x;
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} else if (minDistToEdge == distFromRight) {
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// Right edge - keep as is but sample from further right
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reflectionUV.x = distortedUV.x + 0.1;
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} else if (minDistToEdge == distFromTop) {
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// Top edge - flip vertically
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reflectionUV.y = 0.5 - distortedUV.y;
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} else {
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// Bottom edge - flip vertically
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reflectionUV.y = 0.5 - distortedUV.y + 0.1;
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}
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// Clamp to valid range
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reflectionUV = clamp(reflectionUV, 0.0, 1.0);
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// Sample reflection with same chromatic aberration
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float rRefl = texture(source, reflectionUV + vec2(aberration, 0.0)).r;
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float gRefl = texture(source, reflectionUV).g;
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float bRefl = texture(source, reflectionUV - vec2(aberration, 0.0)).b;
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vec4 reflectionColor = vec4(rRefl, gRefl, bRefl, 1.0);
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// Blend reflection with glass effect
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glassColor = mix(glassColor, reflectionColor, edgeMask * ubuf.edgeReflectionStrength);
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}
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// Simple glass overlay enhancement
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vec2 centeredUV = (uv - 0.5) * 2.0;
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float fresnel = pow(1.0 - abs(dot(normalize(vec3(centeredUV, 1.0)), vec3(0.0, 0.0, 1.0))), 1.5);
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// Add subtle white tint and fresnel
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glassColor.rgb = mix(glassColor.rgb, vec3(1.0), 0.02 + fresnel * 0.03);
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fragColor = glassColor * ubuf.qt_Opacity;
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}
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