summaryrefslogtreecommitdiff
path: root/shaders/aero.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'shaders/aero.glsl')
-rw-r--r--shaders/aero.glsl128
1 files changed, 0 insertions, 128 deletions
diff --git a/shaders/aero.glsl b/shaders/aero.glsl
deleted file mode 100644
index b321af3..0000000
--- a/shaders/aero.glsl
+++ /dev/null
@@ -1,128 +0,0 @@
-#version 330 core
-
-// --------------------------------------------------------------------------------
-// Windows 7-style "aero" effect
-//
-// 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);
-}