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+#version 330
+#define PI 3.14159265
+#define BORDER 200
+#define WAVE_SPEED 1.0
+#define WAVE_FREQUENCY 1.0
+#define WAVE_AMPLITUDE 10.0
+#define BASE_COLOR vec4(0.216, 0.337, 0.373, 1)
+#define BG_COLOR vec4(0, 0, 0, 1)
+
+
+in vec2 texcoord; // texture coordinate of the fragment
+uniform sampler2D tex; // texture of the window
+
+uniform float time; // Time in miliseconds.
+ivec2 window_size = textureSize(tex, 0); // Size of the window
+ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
+uniform float icon_factor = 12.0;
+float icon_radius = window_size.y/icon_factor;
+uniform float shadow_cutoff = 1; // How "early" the shadow starts affecting
+ // pixels close to the edges
+ // I'd keep this value very close to 1
+uniform int shadow_intensity = 3; // Intensity level of the shadow effect (from 1 to 5)
+float window_diagonal = length(window_size); // Diagonal of the window
+int wss = min(window_size.x, window_size.y); // Window smallest side, useful when squaring windows
+
+uniform float flash_speed = 300.0; // Speed of the flash line in pixels per second
+uniform float bright_line_intensity = 0.9; // Max brightness added by the sharp line (can be > 1 for HDR look)
+uniform float bright_line_sharpness = 0.5; // Controls how narrow the bright line is (smaller = sharper)
+uniform float falloff_intensity = 0.3; // Max brightness added by the falloff glow
+uniform float falloff_height = 80.0; // How many pixels above the line the falloff extends
+
+// These shaders work by using a pinhole camera and raycasting
+// The window 3d objects will always be (somewhat) centered at (0, 0, 0)
+struct pinhole_camera
+{
+ float focal_offset; // Distance along the Z axis between the camera
+ // center and the focal point. Use negative values
+ // so the image doesn't flip
+ // This kinda works like FOV in games
+
+ // Transformations
+ // Use these to modify the coordinate system of the camera plane
+ vec3 rotations; // Rotations in radians around each axis
+ // The camera plane rotates around
+ // its center point, not the origin
+
+ vec3 translations; // Translations in pixels along each axis
+
+ vec3 deformations; // Deforms the camera. Higher values on each axis
+ // means the window will be squashed in that axis
+
+ // ---------------------------------------------------------------//
+
+ // "Aftervalues"
+ // These will be set later with setup_camera(), leave them as 0
+ vec3 base_x;
+ vec3 base_y;
+ vec3 base_z;
+ vec3 center_point;
+ vec3 focal_point;
+};
+
+
+// Sets up a camera by applying transformations and
+// calculating xyz vector basis
+pinhole_camera setup_camera(pinhole_camera camera, float ppa)
+{
+ // Apply translations
+ camera.center_point += camera.translations;
+
+ // Apply rotations
+ // We initialize our vector basis as normalized vectors
+ // in each axis * our deformations vector
+ camera.base_x = vec3(camera.deformations.x, 0, 0);
+ camera.base_y = vec3(0, camera.deformations.y, 0);
+ camera.base_z = vec3(0, 0, camera.deformations.z);
+
+
+ // Then we rotate them around following our rotations vector:
+ // First save these values to avoid redundancy
+ float cosx = cos(camera.rotations.x);
+ float cosy = cos(camera.rotations.y);
+ float cosz = cos(camera.rotations.z);
+ float sinx = sin(camera.rotations.x);
+ float siny = sin(camera.rotations.y);
+ float sinz = sin(camera.rotations.z);
+
+ // Declare a buffer vector we will use to apply multiple changes at once
+ vec3 tmp = vec3(0);
+
+ // Rotations for base_x:
+ tmp = camera.base_x;
+ // X axis:
+ tmp.y = camera.base_x.y * cosx - camera.base_x.z * sinx;
+ tmp.z = camera.base_x.y * sinx + camera.base_x.z * cosx;
+ camera.base_x = tmp;
+ // Y axis:
+ tmp.x = camera.base_x.x * cosy + camera.base_x.z * siny;
+ tmp.z = -camera.base_x.x * siny + camera.base_x.z * cosy;
+ camera.base_x = tmp;
+ // Z axis:
+ tmp.x = camera.base_x.x * cosz - camera.base_x.y * sinz;
+ tmp.y = camera.base_x.x * sinz + camera.base_x.y * cosz;
+ camera.base_x = tmp;
+
+ // Rotations for base_y:
+ tmp = camera.base_y;
+ // X axis:
+ tmp.y = camera.base_y.y * cosx - camera.base_y.z * sinx;
+ tmp.z = camera.base_y.y * sinx + camera.base_y.z * cosx;
+ camera.base_y = tmp;
+ // Y axis:
+ tmp.x = camera.base_y.x * cosy + camera.base_y.z * siny;
+ tmp.z = -camera.base_y.x * siny + camera.base_y.z * cosy;
+ camera.base_y = tmp;
+ // Z axis:
+ tmp.x = camera.base_y.x * cosz - camera.base_y.y * sinz;
+ tmp.y = camera.base_y.x * sinz + camera.base_y.y * cosz;
+ camera.base_y = tmp;
+
+ // Rotations for base_z:
+ tmp = camera.base_z;
+ // X axis:
+ tmp.y = camera.base_z.y * cosx - camera.base_z.z * sinx;
+ tmp.z = camera.base_z.y * sinx + camera.base_z.z * cosx;
+ camera.base_z = tmp;
+ // Y axis:
+ tmp.x = camera.base_z.x * cosy + camera.base_z.z * siny;
+ tmp.z = -camera.base_z.x * siny + camera.base_z.z * cosy;
+ camera.base_z = tmp;
+ // Z axis:
+ tmp.x = camera.base_z.x * cosz - camera.base_z.y * sinz;
+ tmp.y = camera.base_z.x * sinz + camera.base_z.y * cosz;
+ camera.base_z = tmp;
+
+ // Now that we have our transformed 3d orthonormal base
+ // we can calculate our focal point
+ camera.focal_point = camera.center_point + camera.base_z * camera.focal_offset;
+
+ // Return our set up camera
+ return camera;
+}
+// Helper function for the RGB shift (chromatic aberration)
+vec2 curve(vec2 uv)
+{
+ uv = (uv - 0.5) * 2.0;
+ uv *= 1.1;
+ uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0);
+ uv.y *= 1.0 + pow((abs(uv.x) / 4.0), 2.0);
+ uv = (uv / 2.0) + 0.5;
+ return uv;
+}
+
+
+vec4 apply_flash_effect(vec4 color, vec2 coords) {
+ // 1. Calculate the current vertical position of the flash line
+ // Convert speed from pixels/sec to pixels/ms for use with 'time'
+ float flash_y = mod(time * (flash_speed / 1000.0), float(window_size.y));
+
+ // 2. Calculate the brightness contribution from the sharp bright line
+ float distance_from_line = abs(coords.y - flash_y);
+ // This creates a very sharp peak at distance 0, falling off quickly.
+ // The max value is bright_line_intensity.
+ // The '+ 1.0' prevents division by zero and normalizes the peak.
+ float bright_line_factor = bright_line_intensity / (pow(distance_from_line / bright_line_sharpness, 2.0) + 1.0);
+
+ // 3. Calculate the brightness contribution from the falloff (above the line)
+ float falloff_factor = 0.0;
+ float distance_above_line = flash_y - coords.y; // Positive if current pixel is above the line
+
+ if (distance_above_line > 0.0) {
+ // Use smoothstep for a gradual fade from falloff_intensity at the line (distance_above_line = 0)
+ // down to 0 brightness at falloff_height pixels above the line.
+ falloff_factor = falloff_intensity * (1.0 - smoothstep(0.0, falloff_height, distance_above_line));
+ }
+
+ // 4. Combine the effects and apply to the color (additive brightness)
+ float total_flash_brightness = bright_line_factor + falloff_factor;
+ color.rgb += vec3(total_flash_brightness);
+
+ // Optional: Clamp the result if you want to prevent colors going significantly above 1.0
+ // color.rgb = clamp(color.rgb, 0.0, 1.0); // Hard clamp
+ // color.rgb = min(color.rgb, vec3(1.5)); // Allow some over-brightening
+
+ return color;
+}
+
+// CRT effect shader
+vec4 crt_shader(vec2 coords)
+{
+ // Parameters - feel free to adjust these
+ float scanline_intensity = 0.125; // How dark the scanlines are
+ float rgb_shift = 2.0; // How much RGB shifting occurs
+ float vignette_intensity = 0.2; // How dark the corners get
+ float screen_curve = 0.5; // How much screen curvature
+
+ // Convert coords to UV space (0 to 1)
+ vec2 uv = coords / vec2(window_size);
+
+ // Apply screen curvature
+ vec2 curved_uv = mix(uv, curve(uv), screen_curve);
+
+ // If UV is outside bounds, return black
+ if (curved_uv.x < 0.0 || curved_uv.x > 1.0 ||
+ curved_uv.y < 0.0 || curved_uv.y > 1.0)
+ return vec4(0.0, 0.0, 0.0, 1.0);
+
+ // Convert curved UV back to pixel coordinates
+ vec2 screen_pos = curved_uv * vec2(window_size);
+
+ // Chromatic aberration
+ vec4 color;
+ color.r = texelFetch(tex, ivec2(screen_pos + vec2(rgb_shift, 0.0)), 0).r;
+ color.g = texelFetch(tex, ivec2(screen_pos), 0).g;
+ color.b = texelFetch(tex, ivec2(screen_pos - vec2(rgb_shift, 0.0)), 0).b;
+ color.a = 1.0;
+
+ // Scanlines
+ float scanline = sin(screen_pos.y * 0.7) * 0.5 + 0.5;
+ color.rgb *= 1.0 - (scanline * scanline_intensity);
+
+ // Vertical sync lines (more subtle)
+ float vertical_sync = sin(screen_pos.x * 2.0) * 0.5 + 0.5;
+ color.rgb *= 1.0 - (vertical_sync * scanline_intensity * 0.5);
+
+ // Vignette (darker corners)
+ vec2 center_dist = curved_uv - vec2(0.5);
+ float vignette = 1.0 - (dot(center_dist, center_dist) * vignette_intensity);
+ color.rgb *= vignette;
+
+ // Brightness and contrast adjustments
+ color.rgb *= 1.2; // Brightness boost
+ color.rgb = pow(color.rgb, vec3(1.2)); // Contrast boost
+
+ // Add subtle noise to simulate CRT noise
+ float noise = fract(sin(dot(curved_uv, vec2(12.9898, 78.233))) * 43758.5453);
+ color.rgb += (noise * 0.02 - 0.01); // Very subtle noise
+
+ return color;
+}
+
+// Gets a pixel from the end of a ray projected to an axis
+vec4 get_pixel_from_projection(float t, pinhole_camera camera, vec3 focal_vector, float ppa)
+{
+ // If the point we end up in is behind our camera, don't "render" it
+ if (t < 1)
+ {
+ return BG_COLOR;
+ }
+
+ // Then we multiply our focal vector by t and add our focal point to it
+ // to end up in a point inside the window plane
+ vec3 intersection = focal_vector * t + camera.focal_point;
+
+
+ // Save necessary coordinates
+ vec2 cam_coords = intersection.xy;
+ float cam_coords_length = length(cam_coords);
+
+ // If pixel is outside of our icon region
+ // return an empty pixel
+ float local_icon_radius = icon_radius - 50 + 60 * ppa;
+ if (cam_coords_length > local_icon_radius)
+ {
+ return vec4(0);
+ }
+
+ // Fetch the pixel
+ cam_coords += window_center;
+ vec4 pixel = texelFetch(tex, ivec2(cam_coords), 0);
+ pixel = crt_shader(cam_coords);
+ pixel = apply_flash_effect(pixel, cam_coords);
+ if (pixel.xyz == vec3(0))
+ {
+ return BASE_COLOR;
+ }
+
+ pixel.w = 0.9;
+ return pixel;
+}
+
+// Combines colors using alpha
+// Got this from https://stackoverflow.com/questions/64701745/how-to-blend-colours-with-transparency
+// Not sure how it works honestly lol
+vec4 alpha_composite(vec4 color1, vec4 color2)
+{
+ float ar = color1.w + color2.w - (color1.w * color2.w);
+ float asr = color2.w / ar;
+ float a1 = 1 - asr;
+ float a2 = asr * (1 - color1.w);
+ float ab = asr * color1.w;
+ vec4 outcolor;
+ outcolor.xyz = color1.xyz * a1 + color2.xyz * a2 + color2.xyz * ab;
+ outcolor.w = ar;
+ return outcolor;
+}
+
+// Gets a pixel through the camera using coords as coordinates in
+// the camera plane
+vec4 get_pixel_through_camera(vec2 coords, pinhole_camera camera, float ppa)
+{
+ // Offset coords
+ coords -= window_center;
+
+ // Find the pixel 3d position using the camera vector basis
+ vec3 pixel_3dposition = camera.center_point
+ + coords.x * camera.base_x
+ + coords.y * camera.base_y;
+
+ // Get the vector going from the focal point to the pixel in 3d sapace
+ vec3 focal_vector = pixel_3dposition - camera.focal_point;
+
+ // Following the sphere EQ (with Y axis as center)
+ // x^2 + y^2 + z^2 = r^2
+ float r = icon_radius * 2 / PI + 33;
+
+ // Then there's a line going from our focal point to the sphere
+ // which we can describe as:
+ // x(t) = focal_point.x + focal_vector.x * t
+ // y(t) = focal_point.y + focal_vector.y * t
+ // z(t) = focal_point.z + focal_vector.z * t
+ // We substitute x, y and z with x(t) and z(t) in the sphere EQ
+ // Solving for t we get a cuadratic EQ which we solve with the
+ // cuadratic formula:
+
+ // We calculate focal vector and focal point values squared
+ // to avoid redundancy
+ vec3 fvsqr;
+ vec3 fpsqr;
+
+ fvsqr.x = pow(focal_vector.x,2);
+ fvsqr.y = pow(focal_vector.y,2);
+ fvsqr.z = pow(focal_vector.z,2);
+
+ fpsqr.x = pow(camera.focal_point.x,2);
+ fpsqr.y = pow(camera.focal_point.y,2);
+ fpsqr.z = pow(camera.focal_point.z,2);
+
+ // Coeficients of our EQ
+ float a = fvsqr.x + fvsqr.y + fvsqr.z;
+ float b = 2*(camera.focal_point.x*focal_vector.x
+ +camera.focal_point.y*focal_vector.y
+ +camera.focal_point.z*focal_vector.z);
+ float c = fpsqr.x + fpsqr.y + fpsqr.z - pow(r,2);
+
+ // If there are no real roots, then there's no intersection and we
+ // return an empty pixel
+ float formulasqrt = pow(b,2)-4*a*c;
+ if (formulasqrt < 0)
+ {
+ return vec4(0);
+ }
+
+ vec2 t[2]; // A float should be used for this instead, but the shader
+ // isn't rendered correctly when I use a float
+ // Cursed, but it works
+
+ // Solve with general formula
+ t[0].x = (-b + sqrt(formulasqrt))/(2*a);
+ t[1].x = (-b - sqrt(formulasqrt))/(2*a);
+ t[0].y = 0;
+ t[1].y = 0;
+
+
+ // Bubble sort to know which intersections happen first
+ for (int i = 0; i < t.length(); i++)
+ {
+ for (int j = 0; j < t.length(); j++)
+ {
+ if (t [j].x > t[j+1].x)
+ {
+ vec2 tmp = t[j];
+ t[j] = t[j+1];
+ t[j+1] = tmp;
+ }
+ }
+ }
+
+ // Then we go through each one of the intersections in order
+ // and mix pixels together using alpha
+ vec4 blended_pixels = vec4(0);
+ for (int i = 0; i < t.length(); i++)
+ {
+ // We get the pixel through projection
+ vec4 projection_pixel = get_pixel_from_projection(t[i].x,
+ camera,
+ focal_vector, ppa);
+ if (projection_pixel.w > 0.0)
+ {
+ // Blend the pixel using alpha
+ blended_pixels = alpha_composite(projection_pixel, blended_pixels);
+ }
+ }
+ return blended_pixels;
+}
+
+// Darkens a pixels near the edges
+vec4 calc_opacity(vec4 color, vec2 coords)
+{
+ // If shadow intensity is 0, change nothing
+ if (shadow_intensity == 0)
+ {
+ return color;
+ }
+
+ // Get how far the coords are from the center
+ vec2 distances_from_center = abs(window_center - coords);
+
+ // Darken pixels close to the edges of the screen in a polynomial fashion
+ float opacity = 1;
+ opacity *= -pow((distances_from_center.y/window_center.y)*shadow_cutoff,
+ (5/shadow_intensity)*2)+1;
+ opacity *= -pow((distances_from_center.x/window_center.x)*shadow_cutoff,
+ (5/shadow_intensity)*2)+1;
+ color.w *= opacity;
+ color.w = max(1 - color.w, 0.5);
+
+ return color;
+}
+
+// Default window post-processing:
+// 1) invert color
+// 2) opacity / transparency
+// 3) max-brightness clamping
+// 4) rounded corners
+vec4 default_post_processing(vec4 c);
+
+vec4 window_shader() {
+ vec4 c = texelFetch(tex, ivec2(texcoord), 0);
+ float post_proc_alpha = default_post_processing(c).w; // <-- Use that to animate things when window is destroyed
+ if (distance(texcoord, window_center) <=icon_radius)
+ {
+ float cam_offset = window_size.y*3;
+
+ float time_offset = pow((1-post_proc_alpha),2) ;
+ float time_cyclic = mod(4*(time/10000 - time_offset),2);
+ pinhole_camera rotate_around_origin =
+ pinhole_camera(-cam_offset,
+ vec3(0,-time_cyclic*PI-PI/2,0),
+ vec3(cos(time_cyclic*PI)*window_size.y*0.4,
+ 0,
+ sin(time_cyclic*PI)*window_size.y*0.4),
+ vec3(1,1,1),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0));
+ pinhole_camera transformed_cam = setup_camera(rotate_around_origin, post_proc_alpha);
+ c = get_pixel_through_camera(texcoord, transformed_cam, post_proc_alpha);
+ }
+ else if (c.x +c.y + c.z < 0.3)
+ {
+ c.w = 1;
+ c = calc_opacity(c,texcoord);
+ }
+ return default_post_processing(c);
+}