mirror of
https://git.davidovski.xyz/dot.git
synced 2026-09-14 00:35:24 +00:00
78 lines
2.2 KiB
GLSL
78 lines
2.2 KiB
GLSL
#version 330
|
|
|
|
in vec2 texcoord; // texture coordinate of the fragment
|
|
|
|
uniform sampler2D tex; // texture of the window
|
|
|
|
|
|
ivec2 window_size = textureSize(tex, 0); // Size of the window
|
|
ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
|
|
|
|
/*
|
|
These shaders use a sorta hacky way to use the changing
|
|
window opacity you might set on picom.conf animation rules
|
|
to perform animations.
|
|
|
|
Basically, when a window get's mapped, we make it's alpha
|
|
go from 0 to 1, so, using the default_post_processing to get that alpha
|
|
we can get a variable going from 0 (start of mapping animation)
|
|
to 1 (end of mapping animation)
|
|
|
|
You can also set up your alpha value to go from 1 to 0 in picom when
|
|
a window is closed, effectively reversing the animations described here
|
|
*/
|
|
|
|
// Default window post-processing:
|
|
// 1) invert color
|
|
// 2) opacity / transparency
|
|
// 3) max-brightness clamping
|
|
// 4) rounded corners
|
|
vec4 default_post_processing(vec4 c);
|
|
// Pseudo-random function
|
|
float random(vec2 st) {
|
|
return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123);
|
|
}
|
|
|
|
// Creates vertical scanlines
|
|
float scanline(vec2 uv, float time) {
|
|
return sin(uv.y * 200.0 + time * 10.0) * 0.5 + 0.5;
|
|
}
|
|
|
|
vec4 anim(float time) {
|
|
vec2 uv = texcoord / vec2(window_size);
|
|
|
|
// Adjust square size (smaller number = more squares)
|
|
float square_size = 4.0;
|
|
|
|
// Calculate grid position
|
|
vec2 square_pos = floor(texcoord / square_size);
|
|
|
|
// Generate random value for this square
|
|
float index = random(square_pos);
|
|
|
|
// Get original color
|
|
vec4 c = texelFetch(tex, ivec2(texcoord), 0);
|
|
|
|
// Create threshold for dissolve
|
|
float threshold = (1.0 - time) * 1.2; // The 1.2 creates a slight overlap
|
|
|
|
// If the random index is greater than our threshold, make pixel transparent
|
|
if (index > threshold) {
|
|
c.a = 0.0;
|
|
}
|
|
|
|
return c;
|
|
}
|
|
|
|
// Default window shader:
|
|
// 1) fetch the specified pixel
|
|
// 2) apply default post-processing
|
|
vec4 window_shader() {
|
|
vec4 c = texelFetch(tex, ivec2(texcoord), 0);
|
|
c = default_post_processing(c);
|
|
if (c.w != 1.0)
|
|
{
|
|
c = anim(1.0-c.w);
|
|
}
|
|
return default_post_processing(c);
|
|
}
|