| // 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); |
| } |