mirror of https://github.com/flutter/samples.git
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
69 lines
1.6 KiB
69 lines
1.6 KiB
2 years ago
|
// Copyright 2023 The Flutter Authors. All rights reserved.
|
||
|
// Use of this source code is governed by a BSD-style license that can be
|
||
|
// found in the LICENSE file.
|
||
|
|
||
|
#version 460 core
|
||
|
|
||
|
#include "common/common.glsl"
|
||
|
#include <flutter/runtime_effect.glsl>
|
||
|
|
||
|
uniform vec2 uResolution;
|
||
|
uniform float uTime;
|
||
|
uniform sampler2D uTex;
|
||
|
|
||
|
out vec4 oColor;
|
||
|
|
||
|
float cubicPulse(float c, float w, float x) {
|
||
|
x = abs(x - c);
|
||
|
if (x > w)
|
||
|
return 0.0;
|
||
|
x /= w;
|
||
|
return 1.0 - x*x*(3.0 - 2.0*x);
|
||
|
}
|
||
|
|
||
|
float twoSin(float x) {
|
||
|
x = 6.49*x - 0.65;
|
||
|
float t = -0.7*sin(6.8*x) + 1.4*sin(2.9*x);
|
||
|
t = t/4.1 + 0.5;
|
||
|
return t;
|
||
|
}
|
||
|
|
||
|
|
||
|
void main() {
|
||
|
|
||
|
vec2 uv = vec2(FlutterFragCoord().xy) / uResolution;
|
||
|
|
||
|
float t_2 = cubicPulse(.5, .05, fract(uTime / 4.0));
|
||
|
float t_1 = twoSin(fract(uTime / 5.0));
|
||
|
float glitchScale = mix(0.0, 8.0, t_1 + t_2);
|
||
|
float aberrationSize = mix(0.0, 5.0, t_1 + t_2);
|
||
|
|
||
|
float h = hash_1d(uv.y);
|
||
|
float hs = sign(h);
|
||
|
h = max(h, 0.0);
|
||
|
h = h * h;
|
||
|
h = round(h) * hs;
|
||
|
|
||
|
uv += vec2(h * glitchScale, 0.0) / uResolution;
|
||
|
|
||
|
vec2 redOffset = vec2(aberrationSize, 0.0) / uResolution;
|
||
|
vec2 greenOffset = vec2(0.0, 0.0) / uResolution;
|
||
|
vec2 blueOffset = vec2(-aberrationSize, 0.0) / uResolution;
|
||
|
|
||
|
vec2 redUv = uv + redOffset;
|
||
|
vec2 greenUv = uv + greenOffset;
|
||
|
vec2 blueUv = uv + blueOffset;
|
||
|
|
||
|
vec2 ra = texture(uTex, redUv).ra;
|
||
|
vec2 ga = texture(uTex, greenUv).ga;
|
||
|
vec2 ba = texture(uTex, blueUv).ba;
|
||
|
|
||
|
// Convert from pre-multiplied alpha
|
||
|
ra.x /= ra.y;
|
||
|
ga.x /= ga.y;
|
||
|
ba.x /= ba.y;
|
||
|
|
||
|
float alpha = max(ra.y, max(ga.y, ba.y));
|
||
|
oColor = vec4(ra.x, ga.x, ba.x, 1.0) * alpha;
|
||
|
}
|