#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); }