#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); }