64 lines
1.7 KiB
GLSL
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;
|
|
}
|
|
|