blob: 4aae339f3843a482cc6757fd08daeb96c2d1bcad [file] [log] [blame]
// Directional glow GLSL fragment shader.
// Based on the "Let it Glow!" pen by "Selman Ay"
// (https://codepen.io/selmanays/pen/yLVmEqY)
precision highp float;
// 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
// Sampler uniforms
uniform sampler2D tInput; // Input texture (the application canvas)
uniform sampler2D tNoise; // Some texture
out vec4 fragColor;
float sourceY = scrollFraction;
vec2 resolution = vec2(width, height);
vec2 lightSource = vec2(sourceX, sourceY);
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
float random2d(vec2 uv) {
uv /= 256.;
vec4 tex = texture(tNoise, uv);
return mix(tex.r, tex.g, tex.a);
}
float random(vec3 xyz) {
return fract(sin(dot(xyz, vec3(12.9898, 78.233, 151.7182))) * 43758.5453);
}
vec4 sampleTexture(vec2 uv) {
vec4 textColor = texture(tInput, uv);
return textColor;
}
vec4 occlusion(vec2 uv, vec2 lightpos, vec4 objects) {
return (1. - smoothstep(0.0, lightStrength, length(lightpos - uv))) *
(objects);
}
vec4 fragment(vec2 uv, vec2 fragCoord) {
vec3 colour = vec3(0);
vec4 obj = sampleTexture(uv);
vec4 map = occlusion(uv, lightSource, obj);
float random = random(vec3(fragCoord, 1.0));
;
float exposure = exposure + (sin(random) * .5 + 1.) * .05;
vec2 _uv = uv;
vec2 distance = (_uv - lightSource) * (1. / float(samples) * density);
float illumination_decay = 1.;
for (int i = 0; i < samples; i++) {
_uv -= distance;
float movement = random * 20. * float(i + 1);
float dither =
random2d(uv +
mod(vec2(movement * sin(random * .5), -movement), 1000.)) *
2.;
vec4 stepped_map =
occlusion(uv, lightSource, sampleTexture(_uv + distance * dither));
stepped_map *= illumination_decay * weight;
illumination_decay *= decay;
map += stepped_map;
}
float lum = dot(map.rgb, vec3(0.2126, 0.7152, 0.0722));
colour += vec3(map.rgb * exposure);
return vec4(colour, lum);
}
void main() {
vec2 pos = gl_FragCoord.xy;
vec2 uv = pos / vec2(width, height);
fragColor = fragment(uv, pos);
}