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* [impeller] dont remap floats * ++ * Update fragment_shader_test.dart * ++: * ++
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Signature: f6d8146c82d268e2e2549bf5019ebf07 | ||
Signature: 9d0f7a4c4f53b80e33da848062bef937 | ||
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impeller/fixtures/ordering/shader_with_ordered_floats.frag
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Copyright (c) 2022 by Selman Ay (https://codepen.io/selmanays/pen/yLVmEqY) | ||
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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: | ||
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. | ||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
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// Directional glow GLSL fragment shader. | ||
// Based on the "Let it Glow!" pen by "Selman Ay" | ||
// (https://codepen.io/selmanays/pen/yLVmEqY) | ||
precision highp float; | ||
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// Float uniforms | ||
uniform float width; // Width of the canvas | ||
uniform float height; // Height of the canvas | ||
uniform float sourceX; // X position of the light source | ||
uniform float | ||
scrollFraction; // Scroll fraction of the page in relation to the canvas | ||
uniform float density; // Density of the "smoke" effect | ||
uniform float lightStrength; // Strength of the light | ||
uniform float weight; // Weight of the "smoke" effect | ||
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// Sampler uniforms | ||
uniform sampler2D tInput; // Input texture (the application canvas) | ||
uniform sampler2D tNoise; // Some texture | ||
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out vec4 fragColor; | ||
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float sourceY = scrollFraction; | ||
vec2 resolution = vec2(width, height); | ||
vec2 lightSource = vec2(sourceX, sourceY); | ||
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const int samples = 20; // The number of "copies" of the canvas made to emulate | ||
// the "smoke" effect | ||
const float decay = 0.88; // Decay of the light in each sample | ||
const float exposure = .9; // The exposure to the light | ||
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float random2d(vec2 uv) { | ||
uv /= 256.; | ||
vec4 tex = texture(tNoise, uv); | ||
return mix(tex.r, tex.g, tex.a); | ||
} | ||
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float random(vec3 xyz) { | ||
return fract(sin(dot(xyz, vec3(12.9898, 78.233, 151.7182))) * 43758.5453); | ||
} | ||
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vec4 sampleTexture(vec2 uv) { | ||
vec4 textColor = texture(tInput, uv); | ||
return textColor; | ||
} | ||
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vec4 occlusion(vec2 uv, vec2 lightpos, vec4 objects) { | ||
return (1. - smoothstep(0.0, lightStrength, length(lightpos - uv))) * | ||
(objects); | ||
} | ||
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vec4 fragment(vec2 uv, vec2 fragCoord) { | ||
vec3 colour = vec3(0); | ||
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vec4 obj = sampleTexture(uv); | ||
vec4 map = occlusion(uv, lightSource, obj); | ||
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float random = random(vec3(fragCoord, 1.0)); | ||
; | ||
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float exposure = exposure + (sin(random) * .5 + 1.) * .05; | ||
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vec2 _uv = uv; | ||
vec2 distance = (_uv - lightSource) * (1. / float(samples) * density); | ||
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float illumination_decay = 1.; | ||
for (int i = 0; i < samples; i++) { | ||
_uv -= distance; | ||
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float movement = random * 20. * float(i + 1); | ||
float dither = | ||
random2d(uv + | ||
mod(vec2(movement * sin(random * .5), -movement), 1000.)) * | ||
2.; | ||
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vec4 stepped_map = | ||
occlusion(uv, lightSource, sampleTexture(_uv + distance * dither)); | ||
stepped_map *= illumination_decay * weight; | ||
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illumination_decay *= decay; | ||
map += stepped_map; | ||
} | ||
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float lum = dot(map.rgb, vec3(0.2126, 0.7152, 0.0722)); | ||
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colour += vec3(map.rgb * exposure); | ||
return vec4(colour, lum); | ||
} | ||
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void main() { | ||
vec2 pos = gl_FragCoord.xy; | ||
vec2 uv = pos / vec2(width, height); | ||
fragColor = fragment(uv, pos); | ||
} |
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