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#version 440
/*****************************************************************************
* Copyright (C) 2025 VLC authors and VideoLAN
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* ( at your option ) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
*****************************************************************************/
/*****************************************************************************
* The MIT License
* Copyright (C) 2015 Inigo Quilez
* Copyright (C) 2017 Inigo Quilez
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the “Software”), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is furnished
* to do so, subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*****************************************************************************/
#define ANIMATE
#define LAYER_MAX 1.5
#define LAYER_INCREMENT 0.2 // increment
#define ANTIALIASING
layout(location = 0) out vec4 fragColor; // premultiplied
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
vec2 windowSize;
float time; // seed
vec4 color; // snowflake color
int yFlip;
};
// Inigo Quilez's voronoi (https://iquilezles.org/articles/voronoilines):
/// <voronoi>
vec2 hash2( vec2 p )
{
// procedural white noise
return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453);
}
vec3 voronoi( in vec2 x )
{
vec2 ip = floor(x);
vec2 fp = fract(x);
//----------------------------------
// first pass: regular voronoi
//----------------------------------
vec2 mg, mr;
float md = 8.0;
for( int j=-1; j<=1; j++ )
for( int i=-1; i<=1; i++ )
{
vec2 g = vec2(float(i),float(j));
vec2 o = hash2( ip + g );
#ifdef ANIMATE
o = 0.5 + 0.5*sin( time + 6.2831*o );
#endif
vec2 r = g + o - fp;
float d = dot(r,r);
if( d<md )
{
md = d;
mr = r;
mg = g;
}
}
//----------------------------------
// second pass: distance to borders
//----------------------------------
md = 8.0;
for( int j=-2; j<=2; j++ )
for( int i=-2; i<=2; i++ )
{
vec2 g = mg + vec2(float(i),float(j));
vec2 o = hash2( ip + g );
#ifdef ANIMATE
o = 0.5 + 0.5*sin( time + 6.2831*o );
#endif
vec2 r = g + o - fp;
if( dot(mr-r,mr-r)>0.00001 )
md = min( md, dot( 0.5*(mr+r), normalize(r-mr) ) );
}
return vec3( md, mr );
}
/// </voronoi>
// Inigo Quilez's snowflake SDF (https://www.shadertoy.com/view/wsGSD3):
/// <snowflake>
float sdLine( in vec2 p, in vec2 a, in vec2 b )
{
vec2 pa = p-a, ba = b-a;
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
return length( pa - ba*h );
}
vec2 opModPolarMirrored( in vec2 p, float theta, float offset)
{
float a = atan(p.y, p.x) - offset;
a = abs(mod(a + .5 * theta, theta) - .5 * theta);
return length(p) * vec2(cos(a), sin(a));
}
float sdSnowflake( in vec2 p )
{
p = opModPolarMirrored(p, radians(360.) / 6., radians(90.));
float d = sdLine( p, vec2(0, 0), vec2(.75, 0) );
d = min(d, sdLine( p, vec2(.5, 0), vec2(.5, 0) + vec2(.1, .1) ));
d = min(d, sdLine( p, vec2(.25, 0), vec2(.25, 0) + 1.5 * vec2(.1, .1) ));
return d - .04;
}
/// </snowflake>
void main()
{
vec2 p = gl_FragCoord.xy / windowSize.xx;
vec3 col = vec3(0.0, 0.0, 0.0);
float direction = sign(qt_Matrix[3][1]) * yFlip;
// Multiple layers
for (float i = 1.0; i <= LAYER_MAX; i += LAYER_INCREMENT)
{
vec3 c = voronoi((6.0 * p + direction * vec2(sin(time) / 2.0, time)) * i);
// Snowflake size depends on the layer:
float dist = sdSnowflake(c.yz * 8.0 * i);
// additive:
#ifdef ANTIALIASING
float fw = fwidth(dist) * 0.75; // for AA
col += (1.0 - smoothstep(-fw , fw, dist)) * color.rgb * color.a;
#else
col += (1.0 - step(0.0, dist)) * color.rgb * color.a;
#endif
}
col *= qt_Opacity;
fragColor = vec4(col, 0.0); // premultiplied additive
}