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Diffstat (limited to 'picom/lock.glsl')
| -rw-r--r-- | picom/lock.glsl | 458 |
1 files changed, 458 insertions, 0 deletions
diff --git a/picom/lock.glsl b/picom/lock.glsl new file mode 100644 index 0000000..76d47ad --- /dev/null +++ b/picom/lock.glsl @@ -0,0 +1,458 @@ +#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); +} |
