liquid-ass/shaders/liquid-glass.frag
2025-06-10 12:17:42 -04:00

64 lines
1.7 KiB
GLSL

#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;
} 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 like Apple's effect
float aberration = length(finalFlow) * 0.5;
vec2 distortedUV = uv + finalFlow;
// Sample with slight chromatic separation
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;
}