mirror of
https://github.com/noctalia-dev/noctalia-shell.git
synced 2026-05-11 17:08:27 +08:00
148 lines
4.7 KiB
GLSL
148 lines
4.7 KiB
GLSL
#version 450
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float time;
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float itemWidth;
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float itemHeight;
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vec4 bgColor;
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float cornerRadius;
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} ubuf;
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// Signed distance function for rounded rectangle
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float roundedBoxSDF(vec2 center, vec2 size, float radius) {
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vec2 q = abs(center) - size + radius;
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return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius;
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}
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float hash(vec2 p) {
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p = fract(p * vec2(234.34, 435.345));
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p += dot(p, p + 34.23);
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return fract(p.x * p.y);
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}
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float noise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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f = f * f * (3.0 - 2.0 * f);
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float a = hash(i);
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float b = hash(i + vec2(1.0, 0.0));
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float c = hash(i + vec2(0.0, 1.0));
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float d = hash(i + vec2(1.0, 1.0));
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}
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// God rays originating from sun position
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float sunRays(vec2 uv, vec2 sunPos, float iTime) {
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vec2 toSun = uv - sunPos;
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float angle = atan(toSun.y, toSun.x);
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float dist = length(toSun);
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float rayCount = 7;
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// Radial pattern
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float rays = sin(angle * rayCount + sin(iTime * 0.25)) * 0.5 + 0.5;
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rays = pow(rays, 3.0);
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// Fade with distance
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float falloff = 1.0 - smoothstep(0.0, 1.2, dist);
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return rays * falloff * 0.15;
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}
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// Atmospheric shimmer / heat haze
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float atmosphericShimmer(vec2 uv, float iTime) {
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// Multiple layers of noise for complexity
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float n1 = noise(uv * 5.0 + vec2(iTime * 0.1, iTime * 0.05));
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float n2 = noise(uv * 8.0 - vec2(iTime * 0.08, iTime * 0.12));
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float n3 = noise(uv * 12.0 + vec2(iTime * 0.15, -iTime * 0.1));
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return (n1 * 0.5 + n2 * 0.3 + n3 * 0.2) * 0.15;
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}
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float sunCore(vec2 uv, vec2 sunPos, float iTime) {
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vec2 toSun = uv - sunPos;
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float dist = length(toSun);
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// Main bright spot
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float mainFlare = exp(-dist * 15.0) * 2.0;
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// Secondary reflection spots along the line
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float flares = 0.0;
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for (int i = 1; i <= 3; i++) {
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vec2 flarePos = sunPos + toSun * float(i) * 0.3;
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float flareDist = length(uv - flarePos);
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float flareSize = 0.02 + float(i) * 0.01;
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flares += smoothstep(flareSize * 2.0, flareSize * 0.5, flareDist) * (0.3 / float(i));
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}
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// Pulsing effect
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float pulse = sin(iTime) * 0.1 + 0.9;
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return (mainFlare + flares) * pulse;
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}
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void main() {
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vec2 uv = qt_TexCoord0;
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float iTime = ubuf.time * 0.08;
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// Sample the source
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vec4 col = vec4(ubuf.bgColor.rgb, 1.0);
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vec2 sunPos = vec2(0.85, 0.2);
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// Aspect ratio correction
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float aspect = ubuf.itemWidth / ubuf.itemHeight;
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vec2 uvAspect = vec2(uv.x * aspect, uv.y);
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vec2 sunPosAspect = vec2(sunPos.x * aspect, sunPos.y);
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// Generate sunny effects
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float rays = sunRays(uvAspect, sunPosAspect, iTime);
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float shimmerEffect = atmosphericShimmer(uv, iTime);
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float flare = sunCore(uvAspect, sunPosAspect, iTime);
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// Warm sunny colors
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vec3 sunColor = vec3(1.0, 0.95, 0.7); // Warm golden yellow
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vec3 skyColor = vec3(0.9, 0.95, 1.0); // Light blue tint
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vec3 shimmerColor = vec3(1.0, 0.98, 0.85); // Subtle warm shimmer
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// Apply rounded corner mask
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vec2 pixelPos = qt_TexCoord0 * vec2(ubuf.itemWidth, ubuf.itemHeight);
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vec2 center = pixelPos - vec2(ubuf.itemWidth, ubuf.itemHeight) * 0.5;
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vec2 halfSize = vec2(ubuf.itemWidth, ubuf.itemHeight) * 0.5;
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float dist = roundedBoxSDF(center, halfSize, ubuf.cornerRadius);
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float cornerMask = 1.0 - smoothstep(-1.0, 0.0, dist);
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vec3 resultRGB = col.rgb;
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float resultAlpha = col.a;
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// Add sun rays
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vec3 raysContribution = sunColor * rays;
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float raysAlpha = rays * 0.4;
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resultRGB = raysContribution + resultRGB * (1.0 - raysAlpha);
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resultAlpha = raysAlpha + resultAlpha * (1.0 - raysAlpha);
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// Add atmospheric shimmer
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vec3 shimmerContribution = shimmerColor * shimmerEffect;
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float shimmerAlpha = shimmerEffect * 0.1;
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resultRGB = shimmerContribution + resultRGB * (1.0 - shimmerAlpha);
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resultAlpha = shimmerAlpha + resultAlpha * (1.0 - shimmerAlpha);
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// Add bright sun core
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vec3 flareContribution = sunColor * flare;
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float flareAlpha = clamp(flare, 0.0, 1.0) * 0.6;
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resultRGB = flareContribution + resultRGB * (1.0 - flareAlpha);
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resultAlpha = flareAlpha + resultAlpha * (1.0 - flareAlpha);
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// Overall warm sunny tint
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resultRGB = mix(resultRGB, resultRGB * vec3(1.08, 1.04, 0.98), 0.15);
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// Apply global opacity and corner mask
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float finalAlpha = resultAlpha * ubuf.qt_Opacity * cornerMask;
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fragColor = vec4(resultRGB * (finalAlpha / max(resultAlpha, 0.001)), finalAlpha);
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} |