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170 lines
5.0 KiB
170 lines
5.0 KiB
#version 440
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/*****************************************************************************
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* Copyright (C) 2025 VLC authors and VideoLAN
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* ( at your option ) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
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*****************************************************************************/
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/*****************************************************************************
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* The MIT License
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* Copyright (C) 2015 Inigo Quilez
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* Copyright (C) 2017 Inigo Quilez
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the “Software”), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is furnished
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* to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*****************************************************************************/
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#define ANIMATE
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#define LAYER_MAX 1.5
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#define LAYER_INCREMENT 0.2 // increment
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#define ANTIALIASING
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layout(location = 0) out vec4 fragColor; // premultiplied
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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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vec2 windowSize;
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float time; // seed
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vec4 color; // snowflake color
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int yFlip;
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};
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// Inigo Quilez's voronoi (https://iquilezles.org/articles/voronoilines):
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/// <voronoi>
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vec2 hash2( vec2 p )
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{
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// procedural white noise
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return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453);
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}
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vec3 voronoi( in vec2 x )
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{
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vec2 ip = floor(x);
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vec2 fp = fract(x);
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//----------------------------------
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// first pass: regular voronoi
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//----------------------------------
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vec2 mg, mr;
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float md = 8.0;
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for( int j=-1; j<=1; j++ )
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for( int i=-1; i<=1; i++ )
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{
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vec2 g = vec2(float(i),float(j));
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vec2 o = hash2( ip + g );
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#ifdef ANIMATE
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o = 0.5 + 0.5*sin( time + 6.2831*o );
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#endif
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vec2 r = g + o - fp;
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float d = dot(r,r);
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if( d<md )
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{
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md = d;
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mr = r;
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mg = g;
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}
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}
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//----------------------------------
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// second pass: distance to borders
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//----------------------------------
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md = 8.0;
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for( int j=-2; j<=2; j++ )
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for( int i=-2; i<=2; i++ )
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{
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vec2 g = mg + vec2(float(i),float(j));
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vec2 o = hash2( ip + g );
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#ifdef ANIMATE
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o = 0.5 + 0.5*sin( time + 6.2831*o );
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#endif
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vec2 r = g + o - fp;
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if( dot(mr-r,mr-r)>0.00001 )
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md = min( md, dot( 0.5*(mr+r), normalize(r-mr) ) );
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}
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return vec3( md, mr );
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}
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/// </voronoi>
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// Inigo Quilez's snowflake SDF (https://www.shadertoy.com/view/wsGSD3):
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/// <snowflake>
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float sdLine( in vec2 p, in vec2 a, in vec2 b )
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{
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vec2 pa = p-a, ba = b-a;
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float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
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return length( pa - ba*h );
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}
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vec2 opModPolarMirrored( in vec2 p, float theta, float offset)
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{
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float a = atan(p.y, p.x) - offset;
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a = abs(mod(a + .5 * theta, theta) - .5 * theta);
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return length(p) * vec2(cos(a), sin(a));
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}
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float sdSnowflake( in vec2 p )
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{
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p = opModPolarMirrored(p, radians(360.) / 6., radians(90.));
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float d = sdLine( p, vec2(0, 0), vec2(.75, 0) );
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d = min(d, sdLine( p, vec2(.5, 0), vec2(.5, 0) + vec2(.1, .1) ));
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d = min(d, sdLine( p, vec2(.25, 0), vec2(.25, 0) + 1.5 * vec2(.1, .1) ));
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return d - .04;
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}
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/// </snowflake>
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void main()
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{
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vec2 p = gl_FragCoord.xy / windowSize.xx;
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vec3 col = vec3(0.0, 0.0, 0.0);
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float direction = sign(qt_Matrix[3][1]) * yFlip;
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// Multiple layers
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for (float i = 1.0; i <= LAYER_MAX; i += LAYER_INCREMENT)
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{
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vec3 c = voronoi((6.0 * p + direction * vec2(sin(time) / 2.0, time)) * i);
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// Snowflake size depends on the layer:
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float dist = sdSnowflake(c.yz * 8.0 * i);
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// additive:
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#ifdef ANTIALIASING
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float fw = fwidth(dist) * 0.75; // for AA
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col += (1.0 - smoothstep(-fw , fw, dist)) * color.rgb * color.a;
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#else
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col += (1.0 - step(0.0, dist)) * color.rgb * color.a;
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#endif
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}
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col *= qt_Opacity;
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fragColor = vec4(col, 0.0); // premultiplied additive
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}
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