diff options
| author | Hunter Kvalevog <hunter@kvog.sh> | 2025-11-30 14:48:38 -0600 |
|---|---|---|
| committer | Hunter Kvalevog <hunter@kvog.sh> | 2025-11-30 14:48:38 -0600 |
| commit | 4700fd33dad4c5aa20567624d3b6ef12bb7ccfb1 (patch) | |
| tree | e61879fa7c0a8fad62b2f11615466640a9971001 | |
| parent | 37c55fb7a21c2c49ff16de720ded3556e0453e0a (diff) | |
| parent | eb6c99135e76db2161f0bb6f91d25a2d035c1554 (diff) | |
Merge branch 'master' of github.com:k-vog/demos
| -rw-r--r-- | shaders/aero.glsl | 135 | ||||
| -rw-r--r-- | shaders/main.cc | 8 |
2 files changed, 141 insertions, 2 deletions
diff --git a/shaders/aero.glsl b/shaders/aero.glsl new file mode 100644 index 0000000..82d3c83 --- /dev/null +++ b/shaders/aero.glsl @@ -0,0 +1,135 @@ +#version 330 core + +// -------------------------------------------------------------------------------- +// Windows 7-style "aero" effect +// +// @model quad +// @uniform int u_checker 16 4 64 +// @uniform color u_checker_c1 0.9 0.9 0.9 1 +// @uniform color u_checker_c2 1.0 1.0 1.0 1 +// @uniform float u_ww 500 +// @uniform float u_wh 400 +// +// SPDX-License-Identifier: 0BSD +// -------------------------------------------------------------------------------- + +// -------------------------------------------------------------------------------- +// Uniforms +// -------------------------------------------------------------------------------- +uniform float u_time; +uniform vec2 u_res; + +uniform int u_checker; +uniform vec4 u_checker_c1; +uniform vec4 u_checker_c2; + +uniform float u_ww; +uniform float u_wh; + +// -------------------------------------------------------------------------------- +// Vertex outputs +// -------------------------------------------------------------------------------- +in vec2 v_p; +in vec2 v_t; + +// -------------------------------------------------------------------------------- +// Fragment outputs +// -------------------------------------------------------------------------------- +out vec4 f_c; + +// -------------------------------------------------------------------------------- +// Entry point +// -------------------------------------------------------------------------------- + +vec3 from_rgb(int r, int g, int b) +{ + return vec3(float(r) / 255.0f, float(g) / 255.0f, float(b) / 255.0f); +} + +vec3 checker(vec2 xy) +{ + vec2 p = floor(xy / u_checker); + float f = mod(p.x + p.y, 2.0f); + return mix(u_checker_c1, u_checker_c2, f).xyz; +} + +vec3 checker_blurred(vec2 xy) +{ + // 9-point Gaussian kernel + // Tried Kawase blur but got artifacts since I'm blurring a checkerboard. + // ref: https://www.rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling + // Mofified to sample in 8 directions + center + float weights[3] = float[](0.15217391f, 0.13043478f, 0.08152174f); + float r = 5.0f; + vec3 c = checker(xy) * weights[0]; + c += checker(xy + vec2(+r, 0.0f)) * weights[1]; + c += checker(xy + vec2(-r, 0.0f)) * weights[1]; + c += checker(xy + vec2(0.0f, +r)) * weights[1]; + c += checker(xy + vec2(0.0f, -r)) * weights[1]; + c += checker(xy + vec2(+r, +r)) * weights[2]; + c += checker(xy + vec2(-r, +r)) * weights[2]; + c += checker(xy + vec2(+r, -r)) * weights[2]; + c += checker(xy + vec2(-r, -r)) * weights[2]; + return c; +} + +vec3 window(vec2 bl, vec2 tr, vec2 xy) +{ + vec3 c1 = from_rgb(174, 199, 222); + vec3 c2 = from_rgb(227, 237, 246); + + float div = 0.3f; + float div_edge = tr.y - ((tr.y - bl.y) * div); + vec3 g1 = mix(c2, c1, 1.0f - (abs(xy.y - tr.y) / ((tr.y - bl.y) * div))); + vec3 g2 = mix(c2, c1, 1.0f - (abs(xy.y - tr.y) / (tr.y - bl.y))); + vec3 g = mix(g2, g1, step(div_edge, xy.y)); + + vec3 c = g; + // highlights + float hbr = 3.0f; + float hl = + step(tr.y - hbr, xy.y) + + (1.0f - step(bl.x + hbr, xy.x)); + hl = clamp(hl, 0.0f, 1.0f); + c += vec3(hl); + + // border + float br = 1.0f; + float border = + (1.0f - step(bl.x + br, xy.x)) + + step(tr.x - br, xy.x) + + (1.0f - step(bl.y + br, xy.y)) + + step(tr.y - br, xy.y); + border = clamp(border, 0.0f, 1.0f); + c *= (1.0f - border); + + vec3 content = checker_blurred(xy); + vec2 cbl = bl + vec2(25.0f); + vec2 ctr = tr - vec2(25.0f); + float l = step(cbl.x, xy.x); + float r = 1.0f - step(ctr.x, xy.x); + float b = step(cbl.y, xy.y); + float t = 1.0f - step(ctr.y, xy.y); + float hit = l * r * b * t; + + return mix(c, content, hit); +} + +void main() +{ + vec2 xy = gl_FragCoord.xy; + + vec2 bl = vec2((u_res.x - u_ww) / 2.0f + sin(u_time) * 500.0f, (u_res.y - u_wh) / 2.0f); + vec2 tr = bl + vec2(u_ww, u_wh); + + float l = step(bl.x, xy.x); + float r = 1.0f - step(tr.x, xy.x); + float b = step(bl.y, xy.y); + float t = 1.0f - step(tr.y, xy.y); + float hit = l * r * b * t; + + vec3 bg = checker(xy); + vec3 fg = window(bl, tr, xy); + + f_c = vec4(mix(bg, fg, hit), 1.0f); +} diff --git a/shaders/main.cc b/shaders/main.cc index 11688b5..c026eb2 100644 --- a/shaders/main.cc +++ b/shaders/main.cc @@ -390,6 +390,7 @@ static struct SDL_Window* wnd; ShaderMetadata sm; bool ui_hidden; + bool pause; GLuint shader; @@ -661,7 +662,9 @@ SDL_AppResult SDLCALL SDL_AppIterate(void*) GL(glUniform2f(u_id, (float)wnd_x, (float)wnd_y)); } if ((u_id = glGetUniformLocation(G.shader, "u_time")) != -1) { - GL(glUniform1f(u_id, SDL_GetTicks() / 1e3f)); + if (!G.pause) { + GL(glUniform1f(u_id, SDL_GetTicks() / 1e3f)); + } } if (Is3D()) { @@ -712,7 +715,7 @@ SDL_AppResult SDLCALL SDL_AppIterate(void*) SDL_GetWindowSize(G.wnd, NULL, &wnd_height); if (!G.ui_hidden) { ImGui::SetNextWindowPos(ImVec2(15.0f, 15.0f), ImGuiCond_Once); - ImGui::SetNextWindowSize(ImVec2(200.0f, wnd_height - 30.0f), ImGuiCond_Once); + ImGui::SetNextWindowSize(ImVec2(300.0f, wnd_height - 30.0f), ImGuiCond_Once); ImGuiWindowFlags flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | @@ -720,6 +723,7 @@ SDL_AppResult SDLCALL SDL_AppIterate(void*) if (ImGui::Begin("Test", NULL, flags)) { ImGui::SeparatorText("Controls"); ImGui::Text("Tab: Toggle UI"); + ImGui::Checkbox("Pause time", &G.pause); if (G.sm.uniforms.size() > 0) { ImGui::SeparatorText("Uniforms"); for (auto& u : G.sm.uniforms) { |